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H3: ORCUS CONVERSION H3: PYRAMID OF SHADOWS Looking at the 4 th Edition adventure series H1 Keep on the Shadowfell, H2 Thunderspire Labyrinths, and H3 Pyramid of Shadows – there is very little in the plotline that really ties these adventures together into a full story. When I read the Keep on the Shadowfell I had hoped that Wizards of the Coast would tie this story together around a growing threat from the Demon Lord Orcus (appearing in H1) trying to spread undeath from the new cool Shadowfell plane defined in 4 th Edition. Lot of expectation had been built up around demons, demon lords and the Shadowfell in the Worlds and Monsters publication previously. Sadly my hopes was not fulfilled when I read the Thunderspire Labyrinth and then later the Pyramid of Shadow. I therefore decided to try to bridge this gap myself, with a conversion guide, doing some changes in the story, background and some of the encounters and images, in order to create an atmosphere foreboding the return of the undead legions of Orcus. Please note that you should read through the H1 and H2 Conversion Guides first, as it gives you the full background story to the campaign. This Guide will only take you through the changes of H3: Pyramid of Shadows.

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Page 1: YRAMID OF SHADOWS - Com Hemweb.comhem.se/mwester/Shadowfell/Documents/H3_Or… ·  · 2012-11-24H3: ORCUS CONVERSION H3: PYRAMID OF SHADOWS. Looking at the 4. th. Edition adventure

H3: ORCUS CONVERSION

H3: PYRAMID OF SHADOWS

Looking at the 4th Edition adventure series H1 Keep on the Shadowfell, H2 Thunderspire Labyrinths, and H3 Pyramid of Shadows – there is very little in the plotline that really ties these adventures together into a full story.

When I read the Keep on the Shadowfell I had hoped that Wizards of the Coast would tie this story together around a growing threat from the Demon Lord Orcus (appearing in H1) trying to spread undeath from the new cool Shadowfell plane defined in 4th Edition. Lot of expectation had been built up around demons, demon lords and the Shadowfell in the Worlds and Monsters publication previously. Sadly my hopes was not fulfilled when I read the Thunderspire Labyrinth and then later the Pyramid of Shadow.

I therefore decided to try to bridge this gap myself, with a conversion guide, doing some changes in the story, background and some of the encounters and images, in order to create an atmosphere foreboding the return of the undead legions of Orcus.

Please note that you should read through the H1 and H2 Conversion Guides first, as it gives you the full background story to the campaign.

This Guide will only take you through the changes of H3: Pyramid of Shadows.

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TABLE OF CONTENTS

H3: Pyramid of Shadows .......................................................... 1 Table of Contents ......................................................................... 2 Credits ............................................................................................. 4 Prologue .......................................................................................... 4 Background .................................................................................... 5 A Shadow over Fallcrest ........................................................... 6

Fallcrest’s Dark Secret .................................................................. 6 Adventure Synopsis ....................................................................... 6 Adventure Hooks............................................................................ 7

Arriving in Fallcrest .................................................................... 7 Starting the Adventure ................................................................. 7 The Rod of Ruin ............................................................................. 7 Changes in Fallcrest ...................................................................... 8 Nimozaran’s Knowledge ........................................................... 13 Next ................................................................................................. 14 Set Up ............................................................................................. 15 Tactics ............................................................................................. 15 Features of the Area ................................................................... 15

Covenant’s Revenge................................................................. 17 Background .................................................................................. 17 Set Up ............................................................................................. 17 Tactics ............................................................................................. 17 Features of the Area ................................................................... 17

The Tiamat Cult ........................................................................ 20 Background .................................................................................. 20 Set Up ............................................................................................. 20 Tactics ............................................................................................. 20

Features of the Area ................................................................... 22 River Rats .................................................................................... 23

Background .................................................................................. 23 Set Up ............................................................................................. 23 Tactics ............................................................................................. 23 Features of the Area ................................................................... 24 Interrogation ................................................................................ 24

The Pyramid of Shadows ....................................................... 25 Pyramid Level 1 ........................................................................ 26

Pyramid Areas ............................................................................ 26 The Rod of Ruin .......................................................................... 26

Pyramid Level 2 ........................................................................ 27 Pyramid Nexus (Locations 33) .............................................. 27

Pyramid Portal Structure ...................................................... 28 Diplomacy and Alliances ...................................................... 29

The Dragon’s Lair ....................................................................... 29 New Monsters ............................................................................ 30

Grave Harpy ................................................................................ 30 Shadowraven Swarm ................................................................ 31

D1: Hall of Blizzards ............................................................... 32 Development ................................................................................ 32

Pyramid Nexus .......................................................................... 33 Setup ............................................................................................... 33 Tactics ............................................................................................. 33 Features of the Area ................................................................... 34

Concluding the Adventure ................................................... 36 Karavakos’ Last Stand ............................................................... 36 The End of the Rod of Ruin ..................................................... 36 Vyrellis ........................................................................................... 36 Escaping the Pyramid of Shadows ........................................ 37

Magic Items Appendix ............................................................ 38 The Rod (Revenant) of Ruin .................................................... 38

Revenant of Ruin ...................................................................... 39 8th Level ........................................................................................ 43 9th Level ........................................................................................ 43 10th Level ..................................................................................... 43

Head of Vyrellis ......................................................................... 44 XP Analysis .................................................................................. 45 Fallcrest NPC Portraits ........................................................... 46 Player’s Handouts ..................................................................... 49

Memories of the Rod .................................................................. 49 Battle Maps.................................................................................. 53 Monster Update......................................................................... 59

P1: Entrance Pit .......................................................................... 59 P2: Chamber of Rats ................................................................. 59 P3: The Bridge............................................................................. 60 P4: The Beast in the Pit ............................................................ 60 P5: Flooded Chamber................................................................ 61 C1: Hedge Maze .......................................................................... 62 C2: The Well ................................................................................ 63 C3: The Black Meadow ............................................................. 64 C4: Temple of Verdant Rage................................................... 65 C5: Vines of Death ..................................................................... 66 G1: Guard Chamber.................................................................. 67 G2: Chamber of Doors .............................................................. 67 G3: Inner Chambers .................................................................. 69 H1: Library of Whispers .......................................................... 69 H2: The Hermitage .................................................................... 70 S1: The Ice Chamber ................................................................. 71 S2: Ambush Hall ........................................................................ 71

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S3: Chamber of the Monoliths ................................................ 72 S4: The Grand Stair .................................................................. 73 T1: Temple Guards .................................................................... 74 T2: Three Gates of Agony ........................................................ 75 T3: The Heart of Madness ....................................................... 75 T4: Hovel of the Damned ......................................................... 76 T5: Howls from Beyond ............................................................ 77 D1: Hall of Blizzards ................................................................. 78 D2: Winter’s Clutch ................................................................... 79 N1: The Hungry Dead .............................................................. 79 N2: Hall of Death’s Shadow .................................................... 80 N3: Palace of Bones ................................................................... 81 G2: Maze of Lost Souls .............................................................. 83 G3: The Shadow Stone .............................................................. 83 K1: The Sanctuary of Light ..................................................... 84

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CREDITS

These are the contributors in the Wizards community that have helped with improvements and new ideas and concepts to this H1 Conversion Guide. Crazyred Player map of Fallcrest

Jerismoo Proposed option for handling the Revenant of Ruin.

Lionshanks Proposed Septarch’s Tower as entry to Pyramid of Shadows.

The Antra Proposed tying the winter eladrin to Vyrellis background.

Parpanians

Helped fixing a problem in the pyramid map

PROLOGUE

Arat Karavakos poured through the tomes of the myriad of bookshelves within the Library of Whispers. He had to find it. Everything depended on it. But where was it? He looked down from the staircase he was using to reach the top shelves. Down below he could see the hungry stares from the three Eaters of Knowledge who always accompanied him. It had not always been like this. They had not always been here, but he had grown used to them like a couple of stray dogs. Come think of it, he could hardly remember how his life had been before they came. It was all hazy, almost insubstantial. He had to stay focused, avoid the distracting whispers inside his head from the servants of Vecna. They would never find it, but he had to, his whole existence depended on it. If he could just find it, everything would change. The problem was that he no longer remembered what he was looking for – it was all lost

to him. But he knew that if he found it he knew he would recognize it, that he was sure off…

* * *

The swirling vortex of arcane energies surrounded him and held him in place, the chains wrapped around what used to be his arms bound him to two crude stone plinths. They all feared his release, feared what would come, should he be let loose. Their fears were well grounded. His head was filled with the voices of madness, whispering him truths that no mortal was meant to hear. He was a foci, a gateway for their hunger, a spearhead into the universe from the other side – the Far Realm he had tried to use as a mean to escape from the pyramid. It had not only failed, but the price had also been too high… way to high. He could feel the worms of titanic entities crawling under his warped mutated flesh, caressing him like a lover, eating the very fabrics of reality. Twisting him into a monstrosity of hunger, tentacles and warped flesh. They would all pay for his pain. The world would know true fear once he was set loose. He would share the dreams of the Mad God with the mortal races…

* * *

Kravak the Damned rested against the bone archway he had created in an effort to create a portal out of the Pyramid of Shadows. The pale hollowed eyed tiefling looked worn out, as if his last hopes had left him. There was no turning back, the due had to be paid. He had made a promise, a bargain written in blood with the Prince of Undeath. He could hear the Blood Lords laughter ringing inside him as if it had been just yesterday he had made that fatal mistake taking his hordes of undead and demons into the feywild to expand his realm across the border of worlds. That cursed Vyrellis! It had been all her fault. Tricking him into that fatal mistake. But she had paid. Yes she had paid. A grim smile touched his dry lips. His knowledge of necromancy and undeath had grown since then, but he stilled looked back on that moment with a sense of joy. Vyrellis had indeed paid for her crimes. But then reality came crashing back. There was no escape from this accursed prison – this Pyramid of Shadows. He had tried for over three hundred years. But he had given up. The Blood Lord always

won in the end. He had spent the last hundred year building his necromantic knowledge in an effort to breach the walls of the pyramid into his Masters realm Thanatos, to offer his apologies, to cry for mercy, to deliver on his vow….

* * *

Karavakos could feel his other shards, like an itch you couldn’t scratch. It was as irritating now as it had been three hundred years ago when the combined efforts of the wizards of Nerath and the Fey kingdom had imprisoned him in this cursed pyramid, splintering his soul into a number of reflections to reduce his power. But that would soon change, he had used his mastery of the Pyramid itself to bring its end to him. He had several times managed to bring manifestations of the pyramid into the world of the living, as reflections of its trans-dimensional existence. By sending visions of power for the taking inside the pyramid, several humans and monsters had been tricked into the pyramid, but none had been strong enough to finish off his split shards – until now.

For hundreds of years he had been spying on the world outside, especially the machinations of the Blood Lord, whose treachery had put him here, in this damned pyramid. Finally he was using this knowledge to break free. By influencing the agencies of the Blood Lord, this Paldemar – he had been able to get a group of unsuspecting adventurers to go search for the Secrets of the Pyramid. Hopefully they would succeed where the others had failed previously, becoming like himself prisoners inside this ‘living’ pyramid. It was indeed alive. He could hear its whispers; he could feel its shadow blood coursing through its immense body, rearranging the pyramid to suite its prisoners’ preferences. All this would come to and end. When all the other shards were killed, his powers would be restored and he would break free of the pyramids cursed bonds. And if that would fail, he even had a second plan of escape. Things had been put into motion that would lead to his resurrection even if the adventurers came and managed to kill him – the mighty wizard Karavakos. Moran’s Eye had been found and with Karavakos guiding visions the Stone Cauldron in the Great Warren would be rediscovered, and with it Karavakos path to freedom…

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BACKGROUND

Legends of old speak about the time before men when eladrins and fomorians battled for supreme ship of the Feywild. One such legend tells the story of the ancient fomorian king Moran, who was known for his pursuit of power and fell magic. He stroke a bargain with a demon lord who transformed his evil eye into a crystal vessel of shadow and fire. Moran later crafted several lesser eyes of similar design, naming them Moran’s Eyes and giving them to powerful monsters in exchange for fealty.

Karavakos had with his demon pact with the Prince of Undeath managed to concur all neighboring lands and form a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time. It was at winter’s arrival that Vyrellis, the eladrin princess, arrived to Karavakos palace seeking his audience. Vyrellis was the second daughter of the great Eladrin King Palenthior, Warden of the Silver City of Celduilon, and shared Karavakos ambitions for power. The beautiful eladrin princess filled Karavakos head with dreams of power, proposing that he should extend his rule ship across two worlds and into the Feywild. Against eladrin customs, Karavakos took Vyrellis as his bride without her father’s consent, and they proclaimed that they together would rule the new empire. With spring’s dawning his armies would march into the Feywild.

Vyrellis knew that her father would close the Moon Door’s into the Feywild at the approach of Karavakos demonic and undead armies, so she proposed another alliance, betraying her people, and spoke of another portal to the Feywild, a portal guarded jealously by the troll king Vard, founder of the realm of Vardar which bridged into the Feywild as well as the world of men.

Karavakos went to the troll king’s lair with an offer of alliance, but the troll king of Vardar would not hear of it. He

knew the strength of the eladrin forces and did not want to march against them and risk his life. Karavakos had to return empty handed. There the story could have ended if not the Blood Lord had interfered, because Vard wielded one of Moran’s Eyes, using it to dominate his violent subjects. Through it the Blood Lord whispered, sending visions to the troll king of Vardar. Telling him to go back to Karavakos with an ultimatum – If Karavakos could guarantee that the troll king would survive the eladrin battle, he would lend Karavakos his aid and his troll hordes.

Karavakos, who received help from his demonic advisors, started the creation of the Stone Cauldron—a vessel built to contain the waters of life that the troll king guarded, having the power to fuel a ritual capable of returning the dead to life—even those already claimed by the Raven Queen. What Karavakos did not tell Vard, was that those raised returned as shades of their former selves under the control of the one who raised them.

When spring came, the demon hordes marched through the Crystal Throne at the Fortress of Mross-Kagg into the Feywild. In the Feywild, though, the demons and the undead met their match. Invincible on the battlefields of the natural world, the demons had no such protection once they stepped into the Feywild and met the mighty eladrin army. Fey spears and arrows felled the hordes, putting an end to Karavakos’s dreams of conquest—and severing his demonic bargain.

When the troll nation of Vardar was sacked, Vard was killed in battle at Kadorhak, his body vanishing in a sheet of orange flame. The forces of good assumed he had been incinerated, but the power of Moran’s Eye carried his body back to the Great Warren. Troll shamans later interred Vard’s remains and the Eye in a great barrow hidden in the Trollhaunt, waiting for his return. But as ages past he was soon forgotten in the mists of time.

But one witness remained – Karavakos – imprisoned for eternity in the Pyramid of Shadows by the eladrin king

Palenthior, together with princess Vyrellis for her betrayal. As centuries went past Karavakos suddenly saw a chance at freedom as the troll-chieftain Skalmad discovered Moran’s Eye, while exploring the old barrows of the Trollhaunt. Lost for untold years, the Eye or shadow and fire, guided by Karavakos, quickly corrupted the avaricious Skalmad, inspiring him to tear out his own eye in order to claim the relic’s full power.

As Karavakos now directed Skalmad’s ambition indirectly, the Eye showed him a portal to the Feywild in the heart of an ancient troll ruin known as the Great Warren. Within the Feywild, the Eye led the would-be troll king to a site of great power and even greater evil—the Stone Cauldron. There, Skalmad’s plans for domination were born.

With the power of the Eye, Skalmad set about bringing the monsters of the Trollhaunt under his dominion. He saw himself as the founder of a new Vardar, establishing a stronghold in the Great Warren. Under Skalmad’s leadership, the trolls of the Trollhaunt began to terrorize neighboring lands with a fury not seen in generations.

Little did Skalmad know that he had to die in order for Karavakos plan to unfold. With the return of his former ally Vard, Karavakos hoped that he would be able to guide Vard to use the Stone Cauldron’s power to let him escape his prison. He initiated the events that would lead Paldemar or his opposing adventurers to the Pyramid of Shadows to kill him, thereby releasing him from his eladrin prison, in order to be raised back to life again within the Stone Cauldron.

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A SHADOW OVER FALLCREST

Fallcrest is not the sleepy little border town it used to be. With the sudden emergence of the Pyramid of Shadow over the Nentir Falls things have changed. The city is now sitting in constant shadow of the floating pyramid, hovering in the sky above them. Unnatural dark clouds are swirling in the skies above the pyramid turning daylight into a constant twilight. Many people fled the city and took to the roads to save themselves from the pyramid’s shadow. They went to the nearby towns of Hammerfast or Harkenwood, but many remained – having too much to loose – and guarded their properties, fearing to loose it all if they went away.

Then emerged the Shadowravens. The swarm had been building in size for several days, ever increasing their numbers, flying as a black cloud around the pyramid in the sky. They attacked during nighttimes, swooping down on lonely people in the streets of Fallcrest, leaving behind twisted shadow-grey corpses, torn by hundreds of vicious claws and with their eyes hacked out.

The Lord Warden, Faren Markelhay declared a curfew but they swarm got more daring and has now even been seen attacking people in the daytime. People are trying to stay at home, barring their windows and door to keep the shadowravens out, but supplies are starting to run low and people are becoming desperate, demanding that the Lord should protect them. But the sixty warriors under the Lord Warden’s control in the Moonstone Keep has shown unable to deal with the threat of the shadow swarm. They have hardly been able to handle the unrest in the streets, since the emergence of the Pyramid of Shadows. The Lord Warden is desperate, as he sits in his castle in constant shadow and fear, watching while his realm is falling apart around him.

At the other end of the town, sits a lonely tall green spire, almost at a height to reach the black pyramid – the Septarch’s Tower where Nimozaran the Green has just come to a dark realization …

FALLCREST’S DARK SECRET Most people at Fallcrest’s know that the city was

established over three hundred years ago by the Nerath empire. The Lord Warden often speaks off how his ancestor Aranda Markelhay obtained the charter to build the Moonstone Keep at the portage of the Nentir Falls. She raised a simple tower at the site of Moonstone Keep that which later would become the castle of today.

The true story is much darker, which Nimozaran the Green just have realized when pouring through some very old tomes of the mage’s guild, searching for an answer to the appearance of the strange pyramid.

Aranda Markelhay was one of the Nerathan wizards who were given the task to work together with the fey wizards of the Feywild to design a prison for Karavakos the Damned, a prison from where it was no escape. The Nerathan wizards constructed the Septarch’s Tower of green feystone, so it would last forever. The Tower was the foci used in the complex ritual to bend the dimensions for the creation of the demiplane needed for the prison. After having created the extra-dimensional prison which was to become known as the Pyramid of Shadows and imprisoning Karavakos there, Aranda was given the task to guard the Septarch’s Tower. The Markelhay family was soon established the town which later would become Fallcrest and the Moonstone Keep as their residence. Generations later the knowledge of their true past was lost and none of the Markehay family today knows anything about their grand past, except that they have inherited the governance of Fallcrest for generations.

Within the Septarch’s Tower is also a teleportation portal that leads into the Pyramid of Shadows, which could be the player’s only means of access unless they have means to fly up to the pyramid and touch its surface, which also teleports them into the extra-dimension of the pyramid.

ADVENTURE SYNOPSIS The adventure runs as in the original description,

except with the following exception:

Karavakos has been sending visions of the pyramid, its location in the natural world, and promises of power associated with the pyramid. But none of the adventurers or monsters that he has tricked into the pyramid has been strong enough to kill his shards and release him. The adventure begins when the player characters arrives to Fallcrest to find the immense black shadow pyramid floating over the town, the sky filled with dark foreboding clouds. In Fallcrest the adventurers will have to find a means to enter the pyramid. The Lord Warden, who have heard of their deeds in Winterhaven ask them for help in removing the threat of the shadowraven swarm as well as some way to remove the pyramid before everybody abandons Fallcrest. The adventurers will also have to face assassins sent out by the Ashen Covenant to stop the players further meddling with the plans of the sect. When the PCs find out about the true purpose of the Septarch’s Tower from Nimozaran, they also finds the means to access the pyramid and its timeless depths.

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ADVENTURE HOOKS I would recommend this new hook for the adventurers

as they get into Fallcrest.

HOOK: THE LORD WARDEN The Lord Warden, Faren Markelhay, impressed by the

actions of the adventurers in Winterhaven and worried about the implications of the sudden appearance of the Pyramid of Shadows above his town, begs the adventurers to find it within their heart to rescue the town from the frightening shadow ravens and the mysterious pyramid.

“Kill that swarm of hell spawn black ravens and find a way to get rid of that damn pyramid over my city before every merchant have left the town,” the Lord Warden tells them. “If you manage to do that I will reward you with a powerful magic item (a level 12 item) and 2,500 gp.”

Quest XP: 1,500 XP (major quest).

ARRIVING IN FALLCREST

STARTING THE ADVENTURE The characters are most likely traveling along the

Trade Route from Thunderspire Mountain towards Fallcrest (see the map on page 206 of the Dungeon Master’s Guide).

When the characters start seeing the Moon Hills in the distance they start to meet travelers coming their way, read:

You meet heavily laden carts with people sitting on top of the carts. The carts seem to be containing most of their worldly belongings, the pore mules in front of the carts are all but worn out. You meet the peoples eyes and you see the

fear hidden away there, deep inside of them. They have been through something that forever is going to put a scar in their souls.

If the characters talk to them they get a similar story with some variation from each individual, read:

“Strangers, turn around if you hold your life dear. The gods have cursed Fallcrest!”

“A black pyramid appeared in the sky above Fallcrest less than two weeks back. It was blacker than the heart of Bane, folded in shadows and with dark stirring clouds above it. Nobody knows were it came from, but it harbors no good, I tell you that. We took everything we had and left. If you are wise you do the same. We are heading towards Hammerfast were we have some relatives. You can join our caravan, some extra sword arms can’t hurt in these troubled times.”

The real adventure begins when the characters reach Fallcrest. When the adventurers clear the last hill and can look down at Fallcrest, read:

You clear the last hill and set your eyes upon Fallcrest. The town stands amid the Moon Hills at the falls of the Nentir River, divided in two by a large cliff that divides the town into Lowtown and Hightown, with the Moonstone Keep overlooking the town. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding hills shelter several small valleys where farmers and woodsfolk live.

But what catches your eyes are not the town in itself – it is the immense pyramid floating in the air above the town. Swirling black clouds cover the sky and thunderous lightning can be heard from its core, challenging anybody who dares to enter. The pyramid in itself is utterly black, as if it was sucking in the surrounding light, and casting the

town below in shadows. A huge swarm of black ravens circle silently around the pyramid. The sight is so unnatural so you feel fear fill your bowls at its sight. What dark purpose can this pyramid of shadows have?

THE ROD OF RUIN

If the characters acquired the Rod of Ruin in H1: Keep on the Shadowfell, it will give the wielder visions while searching through Fallcrest for a way to enter the Pyramid of Shadows. These visions and memories are induced by Karavakos, where he is taunting the adventurers in order to get them into the pyramid.

The Rod of Ruin is very pleased that the wielder has taken it to the Pyramid of Shadows. The Concordance of the Rod of Ruin increases with +4, which might bring positive effects to the PCs.

When the PCs see the pyramid floating over Fallcrest the wielder hears a voice inside his mind:

“The time is near”, you hear a male voice in your head. “The shadowravens are already swarming aroung the Pyramid of Shadows – souls lost to the hunger of the pyramid. The Secrets of Undeath is bound to be released, you must hurry. Enter the Pyramid of Shadows and kill the one named Karavakos before the secrets of the pyramid are released upon the land!”

This is of course Karavakos lies in order to trick the adventurers into entering the pyramid and set them on a course to kill him, and his shards

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Perception Check

DC 19: You notice that the ravens seem unnaturally silent, and a trail of shadows follows its wake.

DC 24: You spot that some birds fly into the surface of the pyramid, just to disappear into its black surface as if it was not there.

Nature Check

DC 15: Those ravens are not normal birds, but something else – darker and filled with shadow stuff.

Arcana Check

DC 20: You sense that this pyramid is created with very strong magic and somehow extra-dimensional, not a true building per see.

DC 25: You can notice the presence of both shadow stuff and fey magic in its magical bindings.

CHANGES IN FALLCREST With the arrival of the Pyramid of Shadows floating

over Fallcrest two weeks ago a lot of things have happened in the small town. Below is a summary of some of the changes, tied to the key locations appearing in the description of Fallcrest, Dungeon Master’s Guide p.196-205.

2. UPPER QUAYS Barstomun Strongbeard is devastated at the

appearance of the mysterious pyramid over Fallcrest. No traffic has come through Fallcrest since the pyramid appeared two weeks ago, hurting the porters guild’s business. They surly dwarf is supporting any adventurer’s

who is trying to get rid of the pyramid with free porter services if they succeed on a DC 15 Diplomacy check.

DIPLOMACY CHECKS If the adventurers have successfully completed the

Keep of the Shadowfell adventure and the Thunderspire Labyrinth adventure the characters fame and heroic deeds are beginning to spread in the Nentir Vale.

If they have successfully completed the Keep on the Shadowfell adventure the adventurers receive a +1 bonus on all Diplomacy checks in Fallcrest as people have heard about the troubles up in Winterhaven.

If they have successfully completed the Thunderspire Labyrinth adventure the adventurers receive a cumulative +1 bonus on all Diplomacy checks towards all people in Fallcrest that have been doing business in the Seven Pillared Hall, such as the House of Azaer.

3. FIVE-ARCH BRIDGE There are no guards at the Five-Arch Bridge if the PCs

arrive by this direction from Winterhaven or the west. If the adventurers are familiar with Fallcrest a successful DC 15 Insight check will tell them that this is highly unusual as the bridge is normally always guarded by the town guards

4. NENTIR INN The Nentir Inn is all but deserted. The proprietor

Erandil Zemoar, the normally so charming half-elf, is worried and frightened. With a successful DC 10 Diplomacy check he will the adventurers the following:

“Since the strange pyramid appeared in the sky with those accursed shadowravens two weeks ago most of my customers have fled the city. The few merchants and travelers that are still here are staying just because they have not found transportation out of the city yet.”

Under the current conditions Erandil is prepared to offer his rooms for 3 sp per night if the PCs bargain with him. The taproom is almost empty, a few worried farmers are discussing if they should leave their farmsteads or not. The nobleborn tiefling Serim Selduzar is giving his view to the disaster to anyone who wants to listen, trying to start a rumor that it is all the Markellhay’s fault.

“It’s the Lord Warden’s fault I tell you. I heard from a wise woman in Fallcrest that the line of Markelhay is cursed. They have brought this disaster to our town. It is their sins that have brought that dark pyramid to our city. You tell me what we should do about it!”

5. KNIGHT’S GATE Knight’s Gate who guards the northeastern road to

Thunderspire Mountain and beyond, is not abandoned as the Five-Arch Bridge. The stubborn sergeant Nereth still guards the gate, but only with three guards. The gate is opened even in night time, as the Lord Warden is worried that riots would break out if the ways out of the town, away from the pyramid, were to be closed.

Sergeant Nereth is visibly shaken by the recent events. A successful Diplomacy check makes the sergeant tell the following:

(DC 14) “I don’t know how it got there. One day it was just there – floating in the air and with a crown of dark clouds over it. Got everybody kind of jumpy. We had a couple of days of riots, as people tried to flee from the city. Now we keep the gates open, so people can leave if they want to. A couple of days later those bloody shadowravens

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started to appear in the sky, like a cloud of shadows circling the town. We have tried to shoot them down – but it is useless, the swarm just keeps growing. Now we even don’t keep guards at the Five-Arch Bridge due to the shadowravens. Too many guards killed – no cover from them there. But I don’t leave my post. They will have to bury me here.

(DC 19) “You are the first people who willingly set foot here in Fallcrest since the appearance of the pyramid, or wait – there was some strange dark clad people a couple of days back. Didn’t really say what they were up to. Under normal circumstances I would not have let them into the city.”

If the PCs offer to help or give some indication that they know the source of the problem sergeant Nereth says:

“You should talk to the Lord Warden, Faren Markelhay, we need all the help we can get. He is up at the Moonstone Keep, straight up to the left. Tell the guards that sergeant Nereth sent you!”

6. SILVER UNICORN INN The Silver Unicorn Inn is closed. The door barred and

locked, the window shutters nailed to the frame. Wisara Osterman has fled the town to some relatives in Harkenwold. Selarund Halfmoon at the Halfmoon Trading House tells anybody who ask him the above information.

7. HALFMOON TRADING HOUSE Selarund Halfmoon is actually seeing a thriving

business as a result of the pyramid. Many people have bought supplies and gear to fix their old carts in order to leave the city. Selarund, being a relentless optimist, sees everything from the positive side:

“The pyramid you say. Yes, a marvelous site isn’t it? Get you wondering how it manages to stay there, doesn’t it? A wise cutter could be making good money on all the pilgrims and visitors that sooner or later are bound to show up to marvel at Fallcrest’s new wonder. I mean the Nentir Falls kind of fades when you have a flying pyramid around the corner, or?”

8. MOONSTONE KEEP The Lord Warden can be seen at his window in the

keep several times during the day, staring out at the mysterious pyramid with a mix of fear and curiousness.

If the players have been sent here by Sergeant Nereth they are immediately sent to the Lord Warden. Otherwise they will have to convince the guards that they might be able to help the Lord Warden with a DC 19 Diplomacy, Bluff or Intimidate check. Inside the keep they can se several people and guards trying to repair some old ballista’s, that haven been seeing any use in a hundred years.

The Lord Warden Faren Markelhay are very happy at having ablebodied adventurers at hand that might help him save his city, see “The Lord Warden” hook.

10. HOUSE OF THE SUN The zealous dwarf Grundelmar, a priest of Pelor, is

happy to see visitors to the temple. If the adventurers give a small gift to the temple and manage to convince the priest that they are set out to find the dark truth of the Pyramid, as well as succeeding on a DC 19 Diplomacy check they learn the following information:

“That dark pyramid in the sky is a dark indignation against the light of Pelor, blocking the sun and his warmth. There must be some vile evil behind it, I can feel it in my left

toe. It must be rooted out and destroyed. I have prayed to Pelor for guidance, but he has only given me strange dreams.”

“In my dreams I see a man. But I can not see him clear. I am looking through some strange glass or prism, seeing three shadowy reflections of the man. One is lost, one is twisted and one is dead. I sense a great evil, there is blood streaming down over the glass turning everything hazy and red. What do you think it can mean?”

11. HOUSE AZAER If the characters succeeds on a DC 19 Diplomacy of

Bluff check (or a DC 14 if they mention or say they are sent by Noristo Azaer), the guards let them meet Amara Azaer. Amara is sharp and business focused and immediately spots an opportunity to use the adventurers on her door step.

“So you are the heroes from Thunderspire Labyrinth. I have received reports from Noristo about your activities. If you have come here for the pyramid, which I assume you have, we might have a common interest. I would be interested in getting my hands on any strange relics, antiques, or items from the pyramid above our city, and I would be interested in paying well for it. What do you say?”

HOOK: GATHER PYRAMID RELICS Amara Azaer asks the characters to bring down any

relics, antiques or other valuable items that are tightly tied to the mysterious pyramid. She is prepared to pay handsomely for any such items.

Quest XP: 300 XP (minor quest), and Amara offers to buy any valuable items the characters bring back from the pyramid (you as a DM will have to judge what Amara finds valuable and sellable on the market). She pays 10% above the standard market price.

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13. TEMPLE OF ERATHIS High Priest Dirina Mornbrow meets them in the

temple as she had sent out her two lesser priests and acolytes to help the townsfolk in this most dire situation. She looks disapprovingly at the adventurers, and says:

“Hmpf … adventurers by the sight of it. Fallcrest is in no need for more adventurers. What we need now are faithful and devoted followers of Erathis, that can pray to the goddess and ask for forgiveness and mercy. This dark pyramid in the sky is a sign from our patron god that she is displeased with us. The people of Fallcrest have not paid proper reverence to Erathis, and she has taken her protective hand from the city. This chaos will put an end to Fallcrest if we do not bring back proper order, governance and loyal worshippers to it.

Dirina’s followers walk around in the city and preach the same dogma – the pyramid appearance is the fault of its people that have turned away from their patron deity. People need to seek atonement, plead for forgiveness and sacrifice to Erathis for the pyramid to go away.

16. MOONSONG TEMPLE High Priest Ressilmae of the goddess Sehanine can be

found inside the shadowy Moonsong temple if the adventurer can convince the acolytes of the temple that they are worthy of his notice, a successful DC 15 Diplomacy or Bluff check is needed.

Once in his audience chambers he shares his views of the recent events in Fallcrest:

“I am troubled at the appearance of this strange pyramid. You have surely noticed it has three sides – a perfect tetrahedron. As far as its origin, I am not certain, but I sense the presence of both the Feywild and the Shadowfell, as well as its appearance in the natural world.

I have tried to get answers from Sehanine, but the fragmented answers tell me nothing.”

“I don’t remember exactly. The vision I received was hazy and fragmented as best. But I remember something about that the Markelhay’s dark past will come back to the present. The pyramid has a base and three sides so will also the challenges you meet. Seek the Sanctuary of Light within the shadows, and then something about the predestined – Those Who Walks in Death’s Shadow. Does it mean anything to you?”

17. FALLCREST STABLES Lannar Thistleton have no horse, mule or ponies to

offer, having sold all to the fleeing citizens.

“Sorry for not being able to accommodate your needs, but I have sold everything I got. Half the town seem to have left the town to more safer places, trying to get away from that thing in the skies, scared up the horses as well it did. For I while I thought they would all go crazy, but then I managed to sell everyone of them.”

18. WIZARD’S GATE Wizard’s Gate who guards the eastern road to

Harkenwold and beyond, is guarded by the capable sergeant Murgeddin, a dwarf veteran who fought in the Bloodspear War. He guards the gate, but only with two guards. The gate is opened even in night time, as the Lord Warden is worried that riots would break out if the ways out of the town, away from the pyramid, were to be closed.

Sergeant Murgeddin shows no sign of worry, instead he looks closely at the adventurer and says:

“You carry yourselves like expert swordsmen, and have that look in your eyes that you have stared too long into the shadows of the world. I would guess you are capable

adventurers by the look of it. You should report to the Lord Warden, Faren Markelhay, he is in great need of people like yourself. Under current conditions, I believe his reward would be most generous considering our peril. Are you interested?”

“You can find the Lord Warden up at the Moonstone Keep, take to the right further down this street and follow the slopes of the keep until you are on the western side of the keep, there you will find a road leading up to the castle. Tell the guards that sergeant Murgeddin sent you!”

19. NAERUMAR’S IMPORTS Orest Naerumar, a tiefling of impeccable manners and

discretion have not seen his business greatly affected by the appearance of the Pyramid. Instead he has been able to sell a lot of warding amulets of dubious origin to frightened townsfolk.

If the PCs have bought some minor item from Orest or is prepared to pay the 5 gp he ask for his advice, he gladly share his views on the pyramid.

“Yes, the pyramid, on everybody’s lips these days. It is hard to say anything about it, but it raises some interesting questions. From where did it come? What is its purpose and why did it appear in Fallcrest of all places? Questions I have no answer to, but if I were you I would seek out Nimozaran the Green, the high wizard of Septarch’s Tower. He is quite an original and eremite, but if anyone has an answer, it would be him.”

20. KAMROTH ESTATE If the adventurers succeeds with convincing the guards

of the estate that they have business to discuss with Lord Armos Kamroth (-2 on the check if they do not title him Lord), and succeeds with a DC 19 Diplomacy, Bluff or

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Intimidate check they are escorted to Armos audience chamber were he greets them and listen to what they have to say. Armos convincingly defends any accusation towards him or his business practice, and then ask the guards to show the visitors out. No information can be gained by going the “official way”, Armos is to sharp for that.

If the characters instead try to sneak into the estate during the night time, they will have to succeed on a skill challenge to get past the guards, locks and traps of the mansion.

Breaking into the Kamroth Estate Level 7 Skill Challenge XP 900

You need to break into the well guarded Kamroth Estate, passing guards, locks and traps on the way.

The PCs can engage in a skill challenge to break into the Kamroth Estate trying to find any valuable information about Armos Kamroth and what he is up to. The whole skill challenge takes roughly one hour.

Complexity

3 (8 successes before 3 failures)

Primary Skills

Stealth, Perception, Thievery

Secondary Skills

Bluff, Insight, Athletics

Victory

The characters find information that shows that Armos Kamroth has been tricking farmers to take extensive loans in order to be able to take over their farms, once their depts were too big for them to pay them back. The way he has done it is on the borderline of the law. They also find evidence that Armos seem to be a Tiamat worshipper and they find a secret staircase leading down to cellars below the estate. See the “Tiamat Cult” encounter.

Defeat

The characters are unable to penetrate the estate and find any useful information, they have to flee back empty handed. If they choose to stay they are captured and overtaken and sent to the Lord Warden for judging their crimes. A failed Stealth check results in crossbow arrows being shot versus all characters. Melee 1; +11 vs. AC; 2d8 + 5 damage A failed Thievery lock check results in triggering the trap. Melee 1; +11 vs. Reflex; 2d8 + 5 lightning damage

Retrying

The characters can try again the next time but the guards are more vigilant and all skill checks are +3 DC higher.

Stealth

DC 19 (1 success, maximum 4 successes) You manage to slip past a pair of guards overlooking the estate without notice.

Perception

Traps DC 19 (1 success, maximum 2 successes) A successful Perception check needs to be followed by a Thievery check. You notice a trap that has been placed in the room you are trying to pass. Final Secret Door DC 21 (1 success, maximum 1 attempt, last skill check) In Armos Kamroth audience chamber you notice that one of the bookshelves is a secret door, revealing a narrow staircase that leads down into the cellars below the estate

Thievery

Locks DC 19 (1 success, maximum 2 successes) You manage to open the look on one of the doors of the estate, allowing you to go deeper into its heart. Traps DC 19 (1 success, maximum 2 successes) Can only be initiated after a successful Trap Perception check. You manage to disable the trap and get past it.

Bluff

DC 21 (1 success, maximum 1 canceled failure) Bluff can be used to cancel one Stealth failure. The guards notice you as you try to sneak past. Quickly you come up

with a convincing lie why you are in the estate premises.

Insight

DC 19 (no successes, no maximum attempts for bonus results) Insight grants a +2 bonus on Stealth and Perception checks You try to think as the Lord of the Kamroth Estate, were would I have placed traps and guards?

Athletics

DC 19 (1 success, maximum 1 canceled failure) Athletics can be used to cancel one Thievery failure. However, all Stealth checks have a -5 penalty hence forward. The door is locked and you can’t get passed it, unless you break down the door. Luckily that has never been a problem for you.

22. SEPTARCH’S TOWER Nimozaran the Green has placed 3 Eyes of Alarm, on at

the start of the bridge, on at the end and one at the entrance of the Septarch’s Tower (all have Darkvision). A DC 27 Perception check is needed to notice them. They warns Nimozaran about anybody approaching the tower.

When the characters reach the bridge go to the “Covenant’s Revenge” encounter.

Tobolar Quickfoot greets them when they arrive to the tower and ask their business with “the High Septarch of Fallcrest, Master of the Fallcrest Mages’ Guild”. A successful DC 14 Diplomacy, Bluff or Intimidate check is needed for Tobolar to take them to Nimozaran.

The elderly Nimozaran meets with them up in the tower in his audience chamber. In order to convince him that he should help them the character needs to prove their worth to him in a Skill Challenge.

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Convincing Nimozaran the Green Level 7 Skill Challenge XP 300

You need to convince Nimozaran the Green that you are capable and knowledgable adventurers that have a chance to solve the mystery of the Pyramid of Shadows

The PCs can engage in a skill challenge with Nimozaran to get his help in getting into the Pyramid of Shadows.

Complexity

1 (4 successes before 3 failures)

Primary Skills

Arcana, History, Diplomacy

Secondary Skills

Bluff, Religion, Insight

Victory

Nimozaran is convinced that the characters are capable to meet this mysterious threat to Fallcrest. He shares the knowledge that he has been able to gather from the old tomes of the Mages’ Guild. He also tells them about the strange teleportation circle at the top of the Septarch’s Tower. See the “Nimozaran’s Knowledge” chapter for further information.

Defeat

Nimozaran graciously ask them to leave, as he do not want to be responsible for their deaths, sending unknowledgeable people on a task beyond their ability. If they refuse to leave he ask Tobolar Quickfoot to send for the town guard.

Retrying

The characters can try again a week later when conditions have gotten even worse in Fallcrest and the Lord Warden might have used his influence to convince the elderly mage to give the characters a new chance to prove their worth.

Arcana

DC 19 (1 success, no maximum successes) You go into the details of your understanding of the pyramid of Shadows, its energies and obvious extra-dimensional purpose.

History

DC 19 (1 success, maximum 1 success) You go through all the things you have learnt in Winterhaven and the Thunderspire Labyrinth about the history of the Pyramid of Shadows

Diplomacy

DC 21 (1 success, maximum 1 success) You manage to convince Nimozaran about your worth and good intentions.

Bluff

DC 21 (no successes, maximum 1 canceled failure) Bluff can be used to cancel one primary skill failure. You manage to lie and thereby cover your ignorance in the area. Nimozaran does not seem to notice.

Insight

DC 21 (no successes, no maximum attempts for bonus results) Insight grants a +2 bonus on primary skill checks You try to think as Nimozaran, what is he interested in to hear, what would make him think you worthy? You use your insights to guide your answers to the elderly mage.

Religion

DC 19 (1 success, maximum 1 success) You use your knowledge of the Cult of Orcus to convince Nimozaran about the gravity of the threat that you are facing.

.

24. TELDORTHAN’S ARMS The dwarf weaponsmith and armorer Teldorthan

Ironhews still has his smithy opened, even tough there has been few customers, except some fleeing townsfolk in need of some shoeing of horses.

Teldorthan is in dept to Armos Kamroth due to his lost scale armor, and have a sore eye to the self-styled “lord”

“That damn pyramid is going to kill business in this town. I might have to leave the town as well in the end, but then I would probably get that miser Armos Kamroth and

his people after me. I tell you. If somebody is to blame for that pyramid appearing over the city, I would point the finger at the Kamroth estate. I have seen strange people leave and go from his building in the middle of the night since the appearance of the pyramid. He must be up to something. I tell you that for nothing.”

This false lead might get the PCs to believe that Amros Kamroth is somehow involved, which might lead to them finding his secret Tiamat cult.

25. KING’S GATE The King’s Gate stand wide open and is not guarded at

all by the towns guard.

26. THE MARKET GREEN The market is all empty.

27. SANDERCOT PROVISONERS Nimena Sandercot is selling supplies and gear to the

people anxious to leave Fallcrest, while at the same time giving direction to the River Rats about which families have left their houses in Fallcrest. She then buys the stolen goods to a low price from the River Rats, expecting to either ship all the stuff out of Fallcrest if the pyramid does not go away.

28. LUCKY GNOME TAPHOUSE The Lucky Gnome Taphouse is full with porters,

laborers and other people that have lost their jobs in the downturn of Fallcrest business. Many of them have not enough money or belief in their future to have the common sense and leave the city. Instead they use their last salary to fill their cups with cheap ale and beer.

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Kelson is of course pleased and has managed to recruit a lot of new talent to the River Rats. If the characters show that they have money to spend, Kelson immediately notice it. He ‘prepare’ their drinks and sets a team of ruffians after them when they have left the establishment to rob them. See the “River Rats” encounter.

If the characters ask around in the bar for information they can learn some interesting things.

Streetwise Check (DC 10) “Be careful down in Lowtown, things are not

as they used to be. The Lord Warden has turned a blind eye to the activities down here. Things are not as safe as it used to be with this Pyramid getting everybody nervous.”

(DC 15) “I would be careful showing any money down here if I were you. Those River Rats are getting more and more bold these days. Those street toughs and thieves and have been known to mug respectable citizens during the dark of night.”

(DC 20) “It is rumored that it is Kelson here at the Lucky Gnome that is heading those damn River Rats, and they have been growing in number with all people losing their jobs around the lower quays.”

(DC 21) “Yes, I believe that I have seen a party fitting your description. Dark clad, suspicious, kept to themselves, they were here a couple of nights ago. I heard them asking around about the crazy old wizard up in the Septarch’s Tower.”

(DC 25) “Rumor has it that Nimena Sandercot is giving direction to the River Rats as to who has left their homes. The River Rats plunder what is left and sells it back to Nimena Sandercot who sells it to the people in here store. Take a look at the stuff she has for sale, and tell me that it is not true.”

29. LOWER QUAYS You find few boats left in the small harbour at the

lower quays. The Swiftwater Clan who usually provided traffic to the south, have closed down their office and gone south – away from the pyramid and the dying business in Fallcrest.

However, the River Rats, a gang of street toughs and thieves have gone bolder and is spreading through the whole Lowtown of Fallcrest. They are mainly breaking into abandoned houses to steal anything the proprietors have left behind. The town guards, greatly understaffed during current situation, have not been able to take on this problem. PCs staying after hours in the Lowtown run the risk of getting mugged by the gang. See the “River Rats encounter”.

NIMOZARAN’S KNOWLEDGE Once the characters have convinced Nimozaran the

Green that they are capable to take on the mystery of the pyramid over Fallcrest he leads them up to his study. Surrounded by books he sits down and tell them what he knows.

“When first the pyramid appeared I stood utterly confounded, just as astounded as the rest of the town. What was this dire black pyramid floating over our small community? But instead of leaving as many have chosen to do, I decided to find out the truth to this mystery. I went into the oldest part of the Mages’ Guild’s library and started dusting of tomes I haven’t even opened before. It has taken me weeks to go through all the material, but finally I found the answer in an old tome dating back to the founding of Fallcrest three hundred years ago.

Nearly five hundred years ago, a mighty tiefling wizard named Karavakos made a fatal bargain. The twin threats of minotaurs of the wild and rebellion from within

threatened his iron grip over the lands of his petty kingdom. In desperation, Karavakos summoned a demon, a servant of the mighty demon prince Orcus and asked for aid. The demon whispered dark secrets to Karavakos, guiding him into building an unholy cult of the demon prince Orcus in his kingdom. In return the demon showed him a ritual and an artifact that would create a gap between the worlds, connecting one of Orcus’s unholy Shadowfell sites to the world. Karavakos, already a skilled magician, created the Rod of Ruin and the necessary ritual to bridge the gap to the Shadowfell. Skeletons, zombies, and demons flooded through the rift into the light of day. A legion of abyssal warriors came to march under his command, and he stepped up his efforts to restore his tyranny over his domain and subjects.

The hordes of demons came at what at the time seemed to be a very reasonable price. They would fight on Karavakos behalf and obey his orders. If he ever led them to defeat, however, they would abandon him and feed on his dark soul for all eternity. All the souls of his subjects would be damned to an eternity of pain in the depths of Abyss. Only an error made by the wizard could result in the demons’ defeat—no army in the world could defeat them on the field of battle.

Karavakos led his hordes on one conquest after another. His first target was the neighboring minotaur tribes, which were almost driven to extinction by Karavakos undead and demon infested hordes. One tribe took refuge in the depths below Thunderspire Mountain, where they founded the city of Saruun Khel and hid from Karavakos wrath.

What had been a small kingdom ruled by Karavakos grew into a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time. With winter’s arrival, Karavakos called a halt to his campaign of expansion. He returned to his palace with the

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eladrin princess, Vyrellis, who was to be his bride. Together, he proclaimed, they would rule a new empire, and with spring’s dawning his armies would march into the Feywild, extending their rule across two worlds.

When spring came, the demon hordes marched through the thin border between worlds. In the Feywild, though, the demons met their match. Invincible on the battlefields of the natural world, the demons had no such protection once they stepped into the Feywild. Fey spears and arrows felled the hordes, putting an end to Karavakos’s dreams of conquest—and severing his demonic bargain.

At the same time, the empire of Nerath had dispatched legionnaires to eliminate the threat of the rift to the Shadowfell. The empire’s soldiers destroyed the remaining undead, sealed the opening, and built a keep to watch over the location and contain the threat. This is the site known as the Keep on the Shadowfell.

Karavakos nation died on that day, all his subjects killed and their souls brought back to the Abyss with the returning demons.

At the end of the war the greatest wizards of the Neratch Empire and the Seelie Court in the Feywild created something they referred to as ‘The Pyramid of Shadow’, its purpose lost in the sand of time. This very tower, the Septarch’s Tower was build as a foci for the ritual, as it is all made up of Feystone to make sure it would never fall. Aranda Markelhay was one of the Nerathan wizards who constructed the tower. Who was later given the task to guard the Septarch’s Tower. The Markelhay family soon established the town which later would become Fallcrest and the Moonstone Keep as their residence. Generations later I guess the knowledge of their true past has been lost and none of the Markehay family today knows anything about their grand past, except that they have inherited the governance of Fallcrest for generations.

Why the pyramid has suddenly appeared over Fallcrest again is not mentioned anywhere in the tomes, but that I want you to find out. At the top of the tower there has been a teleportation circle that has been dead as long as I can remember. Two weeks ago it started to shine as a shooting star…

Nimozaran also gives the adventurers one of the weapons he has found, used by the mages in the distant past when fighting Karavakos and his hordes. It is a wand of radiance +2.

Nimozaran leads the party to the top level of the tower were they can overlook the town and can see the black pyramid really close, shadow leaking from its utterly black surface.

When the characters stand in front of the teleportation circle, read:

You see strange silver symbols inscribed in the floor of the top level of the Septarch’s Tower. They seem almost alive, shining bright and flowing before your eyes. Nobody can be sure were they lead, but you have your guesses. You realize that once you step through there is no turning back. Then you will be at the mercy of the Pyramid of Shadows.

If the characters steps into the circle they are instantly whisked away into the extra-dimensional plane that is the Pyramid of Shadows. Read:

You’re immersed in darkness and get a tingling feeling through your whole body. Suddenly you hear a booming male voice inside your head, “Welcome to the Pyramid of Shadows. The only way to win your freedom is to kill us—three times.” His mocking laughter taunts you, fading away as light returns and a tremendous stench assails you, suggesting that you’ve left the Septarch’s Tower behind.

NEXT The characters are now in the Entrance Pit of the

Pyramid of Shadows. They have been transported into the extradimensional space that exists outside space or time. Give the adventurers a moment to collect themselves, then go to Encounter P1 on page 2 of Adventure Book Two.

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SHADOWRAVEN SWARM Encounter Level 7 (1,500 XP)

The shadowraven swarm will attack the party at some time during their investigation in Fallcrest. The swarm usually attacks during night, fall or twilight; it targets people in open spaces. It is therefore likely that the characters will be attacked when passing over the bridge to Nentir Inn, the only place in Fallcrest where they still can find a room.

SET UP Let the player’s place their characters at the western

part of the bridge or at the eastern part of the road, depending on which direction they are traveling. The shadowraven swarm will appear at the opposite end of the map, approaching the characters fast.

This encounter includes the following creature:

1 shadowraven swarm (S)

Let the characters roll a DC 22 Perception check, if successful they notice the approaching shadowraven swarm, otherwise they are surprised.

As the characters notice the shadowravens, read:

You see a black billowing cloud pull free from the pyramid above. Then you realize it is a swarm of black feathers, razorsharp talons and shadow stuff, coming towards you all. It dives down against you with unnatural silence—vengeance and shadow brought together in a terrible cloud of shadow ravens—harbingers of the Pyramid of Shadows.

TACTICS The shadowraven swarm start by flying over the enemy

using its fear of shadows effect, then it swoops down using raven’s wrath to cut a swath through its enemies. Once bloodied, a shadowraven swarm splits into two and continues attacking until both swarms are destroyed.

FEATURES OF THE AREA Illumination: Depending on time of day the

characters are attacked by the shadowraven swarm the light may vary from bright light to darkness.

Barrels: The empty barrels can be moved one square with a standard action and can provide cover and concealment to small or medium sized characters hiding

Shadowraven Swarm (S) Level 7 Solo Brute Large shadow beast (swarm) XP 1,500 HP 384; Bloodied 192 Initiative +7 AC 21; Fortitude 21, Reflex 22, Will 19 Perception +11 Speed 2, fly 12 (hover) Darkvision Immune disease, poison Resist 10 necrotic; half damage from melee and ranged attacks Vulnerable 5 radiant; 10 against close and area attacks Saving Throws +5; Action Points 2 TRAITS

Shadow Swarm (necrotic) * Aura 1 Any enemy that ends its turn in the aura or inside the swarm takes 10 necrotic damage. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. STANDARD ACTIONS m Swarm of Talons (necrotic) * At-Will Attack: Melee 1 (one creature); +10 vs. Reflex Hit: 2d8 + 6 damage, and ongoing 5 necrotic damage (save ends).

M Double Attack * At-Will Effect: The shadowraven swarm makes two swarm of talons attacks versus two different targets.

C Fear of Shadows (fear) * Encounter

Attack: Close burst 5 (enemies in burst); +10 vs. Will Hit: The target is stunned until the end of the shadowraven swarm’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). MOVE ACTIONS M Ravens Wrath * Recharge 4 5 6

Effect: The shadowraven swarm shifts up to 6 squares and can move through enemy-occupied squares as it moves. It makes a swarm of talons attack against any creature whose space it enters.

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The swarm cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square. TRIGGERED ACTIONS Split * At-Will Trigger: When first bloodied. Effect (Immediate Reaction): The shadowraven swarm splits into two, each with hit points equal to one-half its current hit points. Effects applied the original shadowraven swarm do not apply to the second one. A shadowraven swarm can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine into a single creature at the end of the encounter. Str 14 (+5) Dex 19 (+7) Wis 16 (+6) Con 16 (+6) Int 1 (-2) Cha 8 (+2) Alignment evil Languages –

behind them. A small character can use a move and standard action to climb into one of the empty barrels and put the lid back on, thereby getting superior cover from the shadowraven swarm attack.

Bridge: The bridge is 15 feet wide to allow carts to pass over it. A firm rail prevents anyone to fall into the rapid stream below.

Cart: The cart provides cover and concealment to any large sized or smaller character hiding behind it.

Houses: Characters can get inside the houses to get cover or full protection from the swarm attacks. The doors into the houses are locked and a DC 14 Thievery check is needed to open them, or a DC 19 Strength check to break it down.

River: The river is quite rough as it is close to the falls, a DC 15 Athletics is needed to swim or tread water. The waters move at a speed of 5 per round towards the falls further down the river at this point, any character entering or falling into the water is swept away at this speed each round unless he or she manages to compensate this by

swimming against the current. The river can be used as a way to evade the shadowraven swarm, which will not enter underwater.

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COVENANT’S REVENGE Encounter Level 8 (1,900 XP)

BACKGROUND The Ashen Covenant has received news about the

adventurers that thwarted Paldemar’s great plans. They immediately sends a small delegation of cultists ordered to put an end to the meddling adventurers. They are also there to study the strange pyramid of shadow, as they are unknowing of its powers and purpose.

The cultists arrive a few days earlier to Fallcrest than the characters and try to find out information about the pyramid of shadows. They know that the adventurers are probably heading the same way, therefore they set up an ambush close to the Septarch’s Tower knowing the adventurers are bound to come this way sooner or later.

SET UP Let the player’s place their characters along the road in

the northeastern corner of the map.

This encounter includes the following creature:

1 deathpriest of orcus (D)

4 crimson acolyte (C)

1 ashgaunt (A)

As the players approaches the bridge over to the Septarch’s Tower the cultist’s of Orcus steps out of the surrounding forest to attack them.

When the cultists enter, read: You see the green Septarch’s Tower rise from the lonely

cliff across the chasm ahead, a narrow stone bridge spanning the gorge. Suddenly, from the surrounding forest,

a number of humans step out to greet you. A gaunt man with an ashen face and ramskull-headed mace address you.

“The Ashen Covenant does not tolerate failure, Paldemar got what he deserved. However, our Master can not accept your meddling. You have been sentenced to the lowest form of undeath – and we are the tools of our Master to carry it through. Prepare to die and become zombies in our Master’s service!”

Five pale and black clad figures closes in on you, one being a desiccated corpse with dark nails, shriveled features, and evil gleaming in its eyes. The creature’s flesh is paler than that of the other, and it is blotched with black, diseased patches.

TACTICS The ashgaunt takes the lead and form a wall with the

crimson acolytes, protecting the deathpriest of orcus that stays behind using his ray of black fire range attack. The crimson acolytes try to stay within the death’s embrace and grave master aura. The ashgaunt first use its claw attack to mark the enemy and then use its life drain attack for maximum effect the next round. The crimson acolytes attacks with their scythes and use their crimson path power to maneuver around the foes as well as allowing the deathpriest to pass, when he is ready to use his dark blessing when enough enemies is within the blast area.

If any of the Orcus followers dies the ashgaunt uses his wake the dead power, scaring the adventurers that the same would befall them if they would fall. “I am created by my Master for the sole purpose of giving your souls to Orcus and reanimating your bodies as zombies to serve him after death. Behold your destiny”, he lies as the dead orcus followers are animated as zombie rotters.

FEATURES OF THE AREA Illumination: Bright light, unless the characters

should be traveling during night time.

Road and Grass: The road is made of dirt, crushed rock, and occasional loose bits of ancient cobblestone from the original roadbed. Squares that contain road or grass do not hamper movement or affect visibility.

Boulders: Scattered boulders sit along the side of the road. They provide concealment and cover for creatures hiding behind them. They also serve as obstacles to movement; a creature can’t move directly into a square that contains boulders.

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Deathpriest of Orcus (D) Level 9 Controller (Leader) Medium natural humanoid (human) XP 400 HP 96; Bloodied 48 Initiative +4 AC 23; Fortitude 21, Reflex 19, Will 21 Perception +12 Speed 5 STANDARD ACTIONS m Mace (necrotic) * At-Will Attack: Melee 1(one creature); +14 vs. AC Hit: 1d8 + 6 damage plus 1d8 necrotic damage.

R Ray of Black Fire (fire, necrotic) * At-Will Attack: Ranged 10 (one creature); +12 vs. Reflex Hit: 1d8 + 8 fire and necrotic damage, and one ally within the deathpriest’s line of sight gets a +2 power bonus to its next attack roll against the target.

C Dark Blessing (necrotic) * Encounter

Attack: Close burst 2 (enemies in burst); +12 vs. Fortitude Hit: 2d8+8 necrotic damage, and the target is pushed 1 square. Hit of Miss: The deathpriest and all allies in burst get a +2 power bonus to AC until the end of the encounter. Skills Arcana +10, Religion +10 Str 20 (+9) Dex 13 (+5) Wis 18 (+8) Con 15 (+6) Int 14 (+6) Cha 24 (+11) Alignment unaligned Languages Abyssal, Common Equipment skull-headed mace, chainmail

Ashgaunt (A) Level 7 Soldier (Leader) Medium natural humanoid (undead) XP 300 HP 82; Bloodied 41 Initiative +7 AC 25; Fortitude 24, Reflex 20, Will 20 Perception +4 Speed 6 Darkvision Immune disease, poison; Resist 15 necrotic; Vulnerability 5 radiant TRAITS

Grave Master * Aura 5

Each undead ally within the aura gains a +2 bonus to attack rolls and to all defenses, +4 if the ashgaunt created the creature with its wake the dead ability.

STANDARD ACTIONS m Claw (necrotic) * At-Will Attack: Melee 1(one creature); +12 vs. AC Hit: 2d6 + 3 necrotic damage and the target is marked until the end of the ashgaunt’s next turn.

M Life Drain (healing, necrotic) * At-Will Attack: Melee 1 (one creature); +10 vs. Fortitude Hit: 2d8 + 6 necrotic damage; if the target is marked, it also loses 1 healing surge and is immobilized (save ends). If the target has no healing surges left the attack deal extra damage equal to half the target’s bloodied total. On a hit the ashgaunt regains 5 hit points. MINOR ACTIONS R Wake the Dead (necrotic) * Recharge 5 6

Effect: Ranged 20 (targets up to 4 destroyed undead creatures reduced to 0 hit points within range); the targets become zombie rotters, which fight on the behest of the ashguant until the end of the encounter or for 5 minutes, whichever comes first. The zombie rotters rise as a free action, and act after the ashgaunt in the initiative order. Str 20 (+8) Dex 15 (+5) Wis 12 (+4) Con 18 (+7) Int 16 (+6) Cha 20 (+8) Alignment chaotic evil Languages Abyssal, Common

4 Crimson Acolytes (C) Level 7 Skirmisher Medium natural humanoid (human) XP 300 HP 76; Bloodied 38 Initiative +4 AC 21; Fortitude 18, Reflex 19, Will 19 Perception +9 Speed 6 STANDARD ACTIONS m Scythe (necrotic) * At-Will Attack: Melee 1(one creature); +12 vs. AC (+14 against bloodied enemy) Hit: 2d6 + 3 damage plus 5 necrotic damage. MINOR ACTIONS Crimson Path * At-Will Effect: The crimson acolyte shifts 1 square (2 squares when

bloodied). Skills Acrobatics +11, Religion +8 Str 14 (+5) Dex 16 (+6) Wis 13 (+4) Con 12 (+4) Int 10 (+3) Cha 15 (+5) Alignment evil Languages Abyssal, Common Equipment leather armor, scythe

3 Zombie Rotters Level 3 Minion Brute Medium natural animate (undead) XP 38 HP 1; a missed attack never damage a minion Initiative -2 AC 15; Fortitude 16, Reflex 13, Will 13 Perception +1 Speed 4 Darkvision Immune disease, poison STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 7 damage. TRIGGERED ACTIONS Deathless Hunger * Encounter

Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. Str 17 (+4) Dex 7 (-1) Wis 8 (+0) Con 14 (+3) Int 1 (-4) Cha 3 (-3) Alignment unaligned Languages –

The boulders are 5 feet high. Climbing onto the boulders requires a DC 15 Athletics check and costs 4 squares of movement. A character atop the boulders can move onto other boulder squares; treat them as difficult terrain.

Bridge: The stone bridge is 10 feet wide, allowing two persons to meet and pass each other, but not much more. A firm rail prevents forced movement and anyone from

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falling the 150 feet down to the boulders at the bottom of the chasm.

Foliage: Thick foliage grows near the road in several places. These areas are lightly obscured and provide concealment for those attacking from or into the area. Areas covered by foliage also count as difficult terrain.

Cliff Face: The sheer rock outcroppings bordered by a heavy black line are 150 feet tall and require a DC 20 Athletics check and a total of 40 squares of movement to climb. Someone falling off the upper edge would fall and roll 2d6 [ts] 10 feet before sliding to a stop, on a precarious ledge.

Treasure: If the PCs defeat the Orcus cultists, they find the weapons and armor noted in each stat block, as well as golden skeletal ramhead amulet worth 250 gp and a total of 150 gp in coins.

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THE TIAMAT CULT Encounter Level 9 (2,000 XP)

BACKGROUND If the characters succeeds with the “Breaking into the

Kamroth Estate” skill challenge they find Armos Kamroth hideaway and secret Tiamat temple. Armos is a follower of Tiamat and have for years built up his reputation and position within Fallcrest. In secret he is an agent of the red dragon Cazaak the Blessed, who has funded his activities in Fallcrest in order to “spread the word of the Dragon Queen”. Cazaak who has Harkenwold in his iron grasp want to spread the Tiamat worship to Fallcrest, but is using subtly instead of brute force to achieve his end. Armos have been using Cazaak’s treasure to hand out substantial loans to farmers. When the time was ripe he contacted Cazaak’s agent in Kolbold Hall, Szartharrax the white dragon. The kobolds looted the right caravan or plundered the right farmstead to put the debtors in a position where they had to hand over their lands to Armos to pay their loans. This tactics have shown to be quite successful and Armos Kamroth is now one of the wealthiest nobles in Fallcrest with a substantial influence in the city.

You can use this side-trek as a detour from the Orcus path if your characters need more experience or if you want the players to experience other threats. I would recommend you to tie it together with the mini adventure “The Longest Night” in Dungeon Magazine 370, p.53-57. I will not spend more time on it in this conversion guide, but my suggestion would be to send the characters towards Harkenwold after completing the Pyramid of Shadows, as they would be the right level to face Cazaak on her home turf.

SET UP Let the player’s place their characters at the bottom of

the stairs on the southwestern corner of the map.

This encounter includes the following creature:

1 Armos Kamroth (K)

1 inferno abishai (A)

1 bluespawn stormlizard (B)

8 Tiamat cultist (T)

The secret Tiamat consist of a main temple with a statue of Tiamat and a mosaic symbol of her five heads inlaid in the floor. Armos Kamroth have a bluespawn stormlizard behind bars at the western part of the hall, bars that can be raised by a lever in the north end of the bars. To the east is a small library where Armos keep all his accounting and information about his loan takers and potential new subjects, as well as some religious text on the tenants of Tiamat. To the southeast end is a small bed chamber for visiting Tiamat cultists that have a need to stay or hide some nights before moving onwards.

As the players enter the temple area, read: You enter what seems to be a hidden temple dedicated

to the Queen of Dragons – Tiamat. In the other end of the hall you can see a big statue of the five-headed mistress staring down at you with her mouths opened wide. Hot braziers on both sides of the statue makes the shadows dance, giving the impression that the snakelike heads are moving. Between four dragon-scaled pillars that support the roof above, you can se a great mosaic symbol of Tiamat’s five heads inlaid in the floor. The whole western wall is barred with a portcullis that prevents access to the chamber behind, wherein you can hear some heavy

breathing and crackling sound emerging. You can see two corridors branching off to the right from the right wall.

A stern old man turns around at your entry and shouts, “Intruders kill them!” A dragonlike creature at his side hisses menacingly at you while some scale clad cultist turn around and draw their swords against you.

TACTICS Unless the characters manage to use stealth to surprise

the cultists (roll versus Armos DC 17 Perception), all the eight Tiamat cultists hear Armos call for action and rushes to the main temple room with drawn swords to defend their leader.

Armos moves to the northern end of the bars and use a standard action to raise the portcullis, releasing the bluespawn stormlizard on the next round, trusting that the

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inferno abishai shall be able to handle the intruders meanwhile. He then stays behind using his lance of faith and cause fear to best effect, and healing word once the abishai or stormlizard get seriously hurt.

The inferno abishai wades into the center of the battle using his claw fury and sting to bring down his foes, while the cultists try to flank the enemies.

Once the bluespawn stormlizard is released it charges the enemies, using the lightning charge and then follow up with the gore attack. The counterbolt effect works as long as the stormlizard is within 5 squares from the statue of Tiamat.

All the enemies fight to the death.

Amos Kamroth (K) Level 7 Controller Medium natural humanoid, human cleric XP 300 HP 79; Bloodied 39 Initiative +4 AC 20; Fortitude 18, Reflex 17, Will 22 Perception +7 Speed 5 STANDARD ACTIONS m Mace (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 2 damage.

R Lance of Faith (divine, implement) * At-Will Attack: Ranged 5 (one creature); +10 vs. Reflex Hit: 2d8 + 6 damage, and one ally gains a +2 power bonus to his next attack against the target.

R Cause Fear (divine, implement) * Encounter

Attack: Ranged 10 (one creature); +10 vs. Will Hit: The target moves its speed + 1 away from Armos. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. MINOR ACTIONS C Healing Word * 2/Encounter

Effect: Close burst 5; you or one ally can spend a healing surge and regain an additional 1d6 hit points.

FREE ACTIONS Divine Fortune * Encounter

Effect: Armos gains a +1 bonus to his next attack roll or saving throw before the end of his next turn. Skills Diplomacy +9, Religion +8 Str 14 (+5) Dex 13 (+4) Wis 19 (+7) Con 15 (+5) Int 11 (+3) Cha 12 (+4) Alignment evil Languages Common Equipment chainmail, mace, symbol of Tiamat worn under shirt

8 Tiamat Cultists (T) Level 7 Minion Brute Medium natural humanoid XP 75 HP 1; a missed attack never damages a minion Initiative +3 AC 19; Fortitude 17, Reflex 14, Will 15 Perception +4 Speed 6 TRAITS Strength in Numbers The tiamat cultist gains a +2 power bonus to all defenses while at least two other tiamat cultists are within 5 squares of it. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. Skills Acrobatics +11, Religion +8 Str 16 (+6) Dex 13 (+4) Wis 19 (+7) Con 14 (+5) Int 11 (+3) Cha 12 (+4) Alignment evil Languages Common

Inferno Abishai (A) Level 8 Elite Soldier Medium immortal magical beast XP 700 HP 184; Bloodied 92 Initiative +10 AC 24; Fortitude 21, Reflex 19, Will 19 Perception +6 Speed 8, fly 6 (hover) Low-light vision Resist 5 fire Saving Throws +2; Action Points 1

TRAITS Regeneration The inferno abishai regains 5 hit points whenever it starts its turn and has at least 1 hit point.

Limned in Flames (fire) * Aura 2 While an inferno abishai is bloodied, any enemy that enters the aura or starts its turn within the aura takes 5 fire damage. STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 7 damage.

M Claw Fury * At-Will The inferno abishai makes a claw attack against two different targets.

M Sting (fire) * Recharge 5 6

Attack: Melee 2 (one creature); +13 vs. AC Hit: 3d8 + 7 damage, and the target takes ongoing 5 fire damage (save ends). TRIGGERED ACTIONS M Blinding Flames (fire) * Recharge 4 5 6

Trigger: When an adjacent enemy shifts. Attack (Immediate Interrupt): Melee 1 (one creature); +11 vs. Reflex Hit: 2d8 + 3 fire damage, and the inferno abishai shifts 1 square. Str 24 (+11) Dex 17 (+7) Wis 14 (+6) Con 20 (+9) Int 12 (+5) Cha 21 (+9) Alignment evil Languages Common, Draconic

Bluespawn Stormlizard (B) Level 9 Brute Large natural beast (reptile) XP 400 HP 117; Bloodied 58 Initiative +8 AC 21; Fortitude 21, Reflex 19, Will 20 Perception +8 Speed 8 Darkvision Resist 5 lightning TRAITS

Lightning Within * Aura 5

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Any ally within the aura gains resist 5 lightning. STANDARD ACTIONS m Gore * At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d8 + 8 damage.

M Lightning Charge (lightning) * Encounter

Requirement: The bluespawn stormlizard makes a charge attack. Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d10 + 9 lightning damage, and the target is knocked prone. TRIGGERED ACTIONS R Counterbolt (lightning) * Recharge 4 5 6

Trigger: When an enemy attacks an ally and this stormlizard is within 5 squares of at least one other bluespawn stormlizard. Attack (Immediate Reaction): Ranged 5 (triggering enemy); +12 vs. Reflex Hit: 2d8 + 8 lightning damage from lightning arc. Str 21 (+9) Dex 18 (+8) Wis 19 (+8) Con 17 (+7) Int 2 (+0) Cha 6 (+2) Alignment unaligned Languages –

FEATURES OF THE AREA Illumination: Bright light from several candles and

torches along the walls.

Beds: These have simple wooden frames with clean straw mattresses and blankets.

Book shelves: The shelves of books and scrolls are 10 feet high and firmly attached to the floor. A character can climb to the top of a shelf with a DC 20 Athletics check. The ceiling is 20 feet above the floor.

The books and scrolls that fill the shelves contain information on all the loans and payments made to Armos Kamroth. A DC 20 Perception check uncovers some

valuable books on the Tenants of Tiamat, that would be worth 150 gp for the right buyer.

Braziers: The two braziers next to the dragon statue are filled with oil. A character can use a standard action to kick over a brazier to spread the burning oil into nearby squares.

Brazier attack: Close burst 2; +9 vs. Reflex; on a hit, deal 2d6 fire damage; on miss, deal half damage.

Crates and Boxes: This trove of supplies given in exchange of loans can feed a large number of cultists for several months. Salted fish, jerky, cheese, grain, tubers, water, and more can be found here. The food is edible and the water is fresh. A

DC 15 Perception check allows a PC to uncover a wooden crate containing four corked bottles of fine red wine (value 5 gp each).

Chests: The chests are locked a DC 19 Thievery check opens them, or a DC 21 Break check. The chests contain all the money gathered from Armos debtors, see Treasure.

Pillars: The mosaic symbol in the center of the temple room is surrounded by four slender pillars that provide cover. They cannot be tipped over, broken, or otherwise manipulated.

Portcullis: The portcullis can be opened with a lever at the north side of the bars, this requires a standard action. A PC can try to prevent the portcullis from open with a DC 20 Strength check. Up to two additional PCs can help, each adding +2 to the first’s score if they achieve a Strength check result of 10 or higher.

Mosaic Symbol: The mosaic symbol of Tiamat provides strength to her followers. Armos and any other Tiamat followers standing within the area set by the four pillars gain +2 to all defenses and heal 5 hit points at the start of their turns.

Statue of Tiamat: The statue of Tiamat at the northern end of the room provides arcane power for her followers. The bluespawn stormlizard can use its counterbolt as long as he remains within 5 squares of the statue.

Treasure: The chests contains 100 gp and 6000 sp. It also contains a scroll with a letter from Cazaak the Blessed. You can find a copy of it in the Player’s Handout section. The letter reads:

Servant Kamroth,

As I understand from your report, everything is progressing according to plan. I therefore send you another shipment of money to be used for your land acquisition activities; it all comes from the latest tribute from Harkenwold. I believe we are soon ready to launch the second step of our plan. I hope Szartharrax and his kobolds have given you the support needed, otherwise report to me.

Cazaak the Blessed

There is also a letter from Szartharrax in the chest, you can find a copy of this one in the Player’s Handout as well.

Brother Armos,

We attacked the caravan as you ordered and took the goods, including the dragon hide armor. We are still awaiting the payment for our last job. The kobolds are getting restless, and so do I

Szartharrax,

Master of Kobold Hall

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RIVER RATS Encounter Level 5 (1,000 XP)

BACKGROUND This is an optional encounter you can use if the

characters spend a lot of time down in the Lowtown area, especially if they draw attention to themselves by asking a lot of questions at the Lucky Gnome Taphouse or displaying money too visibly. It is set as a low threat, allowing the players to feel heroic and that the threat does not come from the villagers in the town, but rather from the unknown inside the Pyramid of Shadows.

SET UP Let the player’s place their characters along the street

at the northern top of the map.

This encounter includes the following creature:

2 human thieves (T)

3 human ruffians (R)

The River Rat thieves are laying in ambush, waiting for the characters to leave the Lucky Gnome Taphouse. The thieves use the shadows to shoot at them with their crossbows.

When the characters are attacked, read: You are walking down the street of Fallcrest. It is after

dark and you can only see the great black pyramid as a silhouette against the stars above.

Suddenly you hear a ‘twang’ ahead and two crossbow bolts come speeding at you from the shadows of some buildings ahead.

TACTICS The River Rat gang work together to overcome the

enemies, the thieves attack from far down the road, shooting poisoned crossbow bolts at them. The characters need to succeed with a DC 28 [10 +12 + 2 dim light + 2 concealment behind corner and barrel + 2 more than 10 squares away; DC 24 if the characters have low-light vision] passive Perception check to notice them, otherwise the thieves get a surprise round.

After the attack the thieves use a move action to try to hide again using their Stealth with a +6 bonus (see above) [the combination of dim light, distance and cover is considered to give them total concealment versus the players. However if the characters move closer than 10 squares or if they have low-light vision, the thieves can not hide from those specific characters].

As the characters most likely charge forward to engage the thieves, the ruffians rush out from the sides and use their clubs and net to immobilizing their enemies. A big fellow threatens them, “Give up if you hold your lives dear to you. Me and my friends have you surrounded. Hand over your coins and weapons and you will live through the night!”

The River Rats are not very bold. If any of the gang gets killed or if they all get bloodied they try to flee, using shadows and their knowledge of the city to disappear, otherwise they surrender.

3 Human Ruffians (R) Level 5 Brute Medium natural humanoid XP 200 HP 74; Bloodied 37 Initiative +4 AC 20; Fortitude 18, Reflex 17, Will 22 Perception +2 Speed 6 STANDARD ACTIONS m Hit and Tangle (weapon) * At-Will

Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 7 damage, and the target takes a -2 penalty on melee attack rolls until the end of its next turn.

M Club and Net (weapon) * Recharge 4 5 6

Requirment: Net Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 8 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn. Skills Intimidate +8 Str 17 (+5) Dex 14 (+4) Wis 10 (+2) Con 14 (+4) Int 10 (+2) Cha 12 (+3) Alignment unaligned Languages Common Equipment leather armor, club, net

2 Human Thieves (T) Level 6 Lurker Medium natural humanoid XP 250 HP 52; Bloodied 26 Initiative +11 AC 18; Fortitude 15, Reflex 18, Will 15 Perception +8 Speed 6 TRAITS Catfall If the human thief falls, reduce the distance it falls by 20 feet when determining how much damage it takes. Crowd Shield The human thief gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it. STANDARD ACTIONS m Longsword (poison, weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d8 + 6 damage, and the human thief make a secondary attack. Secondary Attack: +9 vs. Fortitude; the target takes ongoing 5 poison damage and is slowed (save ends both).

R Hand Crossbow (poison, weapon) * Encounter

Attack: Ranged 10/20 (one creature); +11 vs. AC Hit: 1d8 + 6 damage, and the human thief make a secondary

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attack. Secondary Attack: +9 vs. Fortitude; the target takes ongoing 5 poison damage and is slowed (save ends both). Skills Acrobatics +12, Athletics +9, Bluff +9, Stealth +12, Streetwise +9, Thievery +12 Str 12 (+4) Dex 18 (+7) Wis 10 (+3) Con 10 (+3) Int 10 (+3) Cha 13 (+4) Alignment unaligned Languages Common Equipment leather armor, poisoned short sword, hand crossbow with 10 poisoned bolts, thieves’ tools

FEATURES OF THE AREA Illumination: Dim light.

Barrels: The empty barrels can be moved one square with a standard action and can provide cover and concealment to small or medium sized characters hiding behind them. A small character can use a move and standard action to climb into one of the empty barrels, thereby getting superior cover and total concealment.

Crates and boxes: The crates and boxes provide cover to any large sized or smaller character.

Houses: Characters can stand behind corners to hide, thereby getting cover and concealment. If characters break into the houses and attack through windows they get superior cover or full protection from the range attacks. The doors into the houses are locked and a DC 14 Thievery check is needed to open them, or a DC 19 Strength check to break them down.

INTERROGATION If the River Rats surrender, the characters may use

Intimidation to get some information out of them:

(DC 10) “We are part of the River Rats, a small gang of street toughs and thieves that hang around the Lower Quay. As many people have left Fallcrest since the appearance of that black thing in the sky, there has been lot of taking in the city. The city guards do not come down here much anymore; they have their hands full with calming the people up in Hightown.”

(DC 15) “It was Kelson who ordered us to mug you. He is running the Lucky Gnome Taphouse, and heading the River Rats.”

(DC 20) “Nimena Sandercot is giving direction to the River Rats as to who has left their homes. We then plunder what is left and sells it back to Nimena Sandercot who sells

it to the people in here store. It is good business, and nobody cares.”

Kelson had a look out spying on the mugging, so he will know if it went awry. If the characters head towards the Lucky Gnome to confront him, he is in hiding and is no where to be found.

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THE PYRAMID OF SHADOWS

The Pyramid of Shadows is a bizarre extradimensional space full of weird monsters and strange magical effects. It exists beyond space and time, appearing in multiple places in the world and planes beyond, but it is somehow tied to the Shadowfell and Feywild. The space within it knows nothing of the passage of years. It’s a prison created by the combined efforts of fey mages and the mightiest wizards of the Nerath Empire, designed to keep Karavakos and whatever is trapped within it from escaping.

Each of the pyramid’s three levels (the third level being the sanctuary at its apex) is home to multiple factions of creatures. Each new arrival tries to find a place among the existing inhabitants, or to carve out its own living space. Eventually, the pyramid adapts to the creatures trapped within it, providing a living space approximating their natural environments and teleporting portals leading to the new area. Since its prisoners don’t need to compete for resources (see below), they coexist in an uneasy truce.

FEATURES OF THE PYRAMID The following features are common to all areas of the

Pyramid of Shadows unless otherwise noted.

♦ Sustenance: The prisoners don’t need to eat or drink (though many do out of habit). In addition, everything within the pyramid ages so slowly as to appear effectively immortal, due to the extradimensional nature of the prison.

♦ Illumination: Unless otherwise noted, all areas of the pyramid are filled with ambient dim light. This light does not come from any specific source and owes its existence to the pyramid’s magical nature.

♦ Normal Doors: Unless otherwise noted, the normal doors in the pyramid are made of heavy wood. A DC 20 Strength check allows a character to break one down. The doors have AC and Reflex defense 10, Fortitude defense 15, and 20 hit points. A destroyed or damaged door is restored after 24 hours. The magic that sustains the pyramid allows quick, minor repairs to its interior structure.

♦ Teleportation Portals: The magical portals that connect all the areas within the Pyramid of Shadows will teleport anyone passing through the portal to a single predetermined location within the pyramid. When a character walks through one he arrives in a completely different room. The portals are filled with shadows preventing light, sound or smell to pass through.

On the maps, the portals in each room are marked with a code that tells which area (letter) the portal is in and which portal it is (number) within that area, such as S3 on Level 1 which means portal 3 within the Grand Stairs area.

Another feature of these magical portals is that they permit only one-way passage. No light, sound, magic, or material can return once it has broken the plane of the portal. Anything reentering a portal will emerge through the opening to which it is keyed.

♦ Mutability: The Pyramid of Shadow is continuously adapting to its ‘prisoners’. If all denizens of an area within the pyramid has been killed and no one remains (and no players are using the area to rest in), there is a 50% chance (10 or less on a d20) during each extended rest the PCs take that the area simply disappear from the pyramid. The teleportation portals leading to it are now curving back to another portal. However, the Charnel Pit at Level 1 and the Pyramid Nexus at Level 2 always remain the same, as these areas are key to the pyramid as all areas lead out from these centers.

There is also a 25% chance (1 on a d4) that the pyramid adapts and creates a separate area for the players during each extended rest they take. This can be a quite unsettling experience as all the walls close in forming a cocoon or a bud around them without any exits, then adjusting and creating rooms to serve the players needs, before it finally creates teleportation portals that connect them to the rest of the pyramid and the center areas. The whole process usually takes 3-6 hours (1d4+2). Make sure to prepare a description of these rooms before hand to suite the characters’ backgrounds and classes.

♦ Umbral Taint: The pyramid is semi-existing in both the real world and the Shadowfell, resulting in an umbral taint within the pyramid.

Necrotic Affinity: Any attack or power that ha the necrotic keyword gains a +1 bonus on the attack roll and their range increased with 1, and attacks that have the radiant keyword deal -1 in damage and have their range reduced with 1.

Shadows: Any light source has its area reduced with 1 square. All shadows seems to grow longer and sometimes seems to take on a life of their own, in regardless of the players movements, which can be quite unsettling and creepy.

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PYRAMID LEVEL 1

The Pyramid of Shadows is a trans-dimensional place somewhere between the normal world and the Shadowfell. I wanted to convey that strangeness by introducing teleportation portals within the Pyramid (as I took them away in the Shrine of Undeath in H2).

Back in the 80’s my gaming group really enjoyed the module “The Island of Castanamir”, which had a similar concept of strange rooms tied together by portals. Here I have done something similar. Enjoy!

PYRAMID AREAS The different areas are all dimensionally separated and

can only be reached through the teleportation portals. As these portals have a way of changing destinations once in a while, the inhabitants/prisoners of the pyramid does not always know where the portals in their area currently are leading. Most of them stay within their area rather than seeking out the other denizens.

THE ROD OF RUIN

The Rod of Ruin undergoes a drastic change once the wielder of it steps into the Pyramid of Shadows. Please refer to the chapter “The Rod of Ruin” later in this conversion guide.

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PYRAMID LEVEL 2

I have put together Level 2 and Level 3 into one common Level 2, as well as adding a central area called Pyramid Nexus, where the PCs will have to use their keys in order to reach Level 3 where the Sanctuary of Light resides.

PYRAMID NEXUS (LOCATIONS 33) The central area of this level is a large central chamber

with several teleportation portals leading in and out of the area. This is the gate room for the entrance to level 3, where the players will need to find the keys to open the teleportation circle to level 3 as well as overcoming the guardians of the gate.

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PYRAMID PORTAL STRUCTURE

Pyramid Level 1: This level contains three circles, each of which only touches two of the lairs. To reach the other lair the characters will have to try out other doors, rather than just using the door they entered through. To find the Hermitage were one of the keys reside, the PCs will have to find the one and only door (V3 in the Verdant Ruin) that leads to the Hermitage. This might actually force the players to return to Level 1, just to find the missing key, once the have understood the challenge of the Nexus.

Pyramid Level 2: This level contains two circles of connected doors. Stepping back through the doorway they entered will lead them to all the lairs of level 2. However, in this circle some of the doors will carry them to the Nexus, were they will find undead guardians that will be hard to kill, unless the PCs have discovered the three keys. One of the circles (the marked in red) has been broken by the strong will of the dragon, who has bent three doors to his will, carrying them straight into his lair. There is no escape

from this as the D1 portal is bent back unto itself. As the PCs most likely will have to go looking for the third an missing key (in the Hermitage) they will most likely try out many of the doors. This trial and error will lead them right into the grasp of Aussirusk the white dragon, sooner or later.

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DIPLOMACY AND ALLIANCES

There is a small change to the background of the winter eladrins in the dragon’s lair, tying them to Vyrellis.

THE DRAGON’S LAIR The winter eladrin who dwell in the dragon’s lair are

the former followers of Vyrellis. They were part of the treacherous plot lead by Vyrellis, to betray their kindred in the Silver City of Celduilon. They were sentenced to eternal imprisonment in the Pyramid of Shadows along with Karavakos and Vyrellis. Valenae was a former council member who thirsted for more power. Bergarian and Paelias were high commanding officers in the Celduilon army secretly nurturing dreams of conquest to grow the kingdom of Eltharion’s boundaries, by killing neighboring tribes of centaurs and fey. They all believe that Vyrellis is dead, as Karavakos forced them to witness her beheading after Vyrellis lead a coup, trying to kill Karavkos in an attempt to escape the pyramid.

This was hundred of years ago, and they now share their living quarters within the pyramid with the white dragon Aussirusk (meaning “White Iron” in draconic). Aussirusk was tricked into the pyramid by Karavkos, who hoped that the dragon would be strong enough to kill his splinters. But the dragon failed and finally settled down in the pyramid and made peace with the winter eladrin, which promised to guard the entrance to his cave.

The winter eladrin immediately recognizes Vyrellis, and hesitate to attack, but Vyrellis is afraid that they will disclose her true nature and background and therefore immediately orders the adventurers to attack the eladrin, who answers in rage upon her betrayal.

The dragon itself is perfectly content with its place in the pyramid. It no longer needs to eat, and can spend many long, uninterrupted hours in the deep, dreaming sleep of dragonkind.

The dragon attacks adventurers who rob from its hoard, but otherwise it is happy to talk to them. It wants the occasional tasty morsel, enjoys adding treasures to its hoard, and takes pleasure in the occasional conversation with new arrivals. Though it doesn’t need to eat, it still likes to. The dragon also hates the denizens of the Sundered Temple, since they tried to kill it as a sacrifice once, and asks would-be allies to clear the temple before making any other deals.

The dragon is arrogant, distant, and not particularly troubled by the need for tact or courtesy. In its eyes, the adventurers have an easy choice to make: keep the dragon happy, or die in its fangs. It wants no part of any battle with Karavakos.

Valenae – Eladrin Blizzard Speaker

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NEW MONSTERS

GRAVE HARPY Grave harpies are very rare and are usually

encountered where their dead fey spirits have been trapped in the Shadowfell and twisted into dangerous undead versions. Grave harpies use their vile soul screech that torments living souls and weaken their spirit.

Compared with their living relatives, the grave harpies use weapons, most commonly longbows which they use to bring down their foes before flying down and finish them of with their claws. They usually licks on the arrow heads with their long bloated tongues, their rotting saliva acting as a potent poison for all living beings.

They are usually found in locations that border the Shadowfell and the Feywild, often dark and dismal settings such as caverns, mountains, swamps, and badlands.

GRAVE HARPY TACTICS The grave harpy makes longbow attacks from a safe

distance, relying on its poisoned arrows to reduce the Fortitude defense of its enemies and make them more susceptible to its soul screech. Being a clumsy flier it usually sits perched on ledges or branches when using its longbow. Once the enemies are weakened by the screech it flies down and makes claw attacks against the most isolated target. It uses soul screech against other enemies that get too close and takes to the air when confronted by multiple adversaries.

Grave Harpy Level 11 Artillery Medium fey humanoid (undead) XP 600 HP 89; Bloodied 44 Initiative +10 AC 23; Fortitude 23, Reflex 24, Will 24 Perception +12 Speed 6, fly 8 (clumsy) Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Claws • At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d8 + 5 damage.

r Longbow (poison, weapon) • At-Will Attack: Ranged 20/40 (one creature); +18 vs. AC Hit: 2d10+3 damage, and the grave harpy makes a secondary attack against the same target Secondary Attack: +16 vs. Fortitude Hit: Target takes ongoing 10 poison damage and takes a -2 penalty to Fortitude defense (save ends both).

C Soul Screech (necrotic) • Recharge 4 5 6

Attack: Close burst 5 (creatures in burst); +16 vs. Fortitude Hit: 2d8 + 5 necrotic damage, and the target is weakened. Skills Stealth +13 Str 17 (+8) Dex 21 (+10) Wis 15 (+7) Con 17 (+8) Int 13 (+6) Cha 20 (+10) Alignment evil Languages Common

GRAVE HARPY LORE A character knows the following information with a

successful Arcana check.

DC 15: Grave Harpies are vicious undead that are often encountered in places with a strong connection to both the Shadowfell and the Feywild. They try to kill all living beings they encounter and tear them apart with their powerful talons.

DC 20: Some living witnesses who have survived the encounter with grave harpies tell that their screeching song

was almost tearing their souls apart. Wizards argue what makes some harpies to rise as grave harpies after their death. Some argue that there must be some foul necromantic ritual involved, while other argue that it has do with the harpies fey spirit itself being trapped between the Shadowfell and the Feywild, resulting in these vile abnormalities.

ENCOUNTER GROUPS Grave harpies are like their living counterparts cruel,

malicious, and domineering. They do not cooperate well with other creatures. However, they sometimes agree to serve powerful undead masters or villains as scouts, archers, or assassins.

Level 11 Encounter (XP 3,000)

♦ 2 grave harpies (level 11 artillery) ♦ 3 chain devils (level 11 skirmisher)

Level 13 Encounter (XP 4,000)

♦ 3 grave harpies (level 11 artillery) ♦ 1 minotaur cabalist (level 13 controller) ♦ 2 foulspawn hulks (level 12 brute)

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SHADOWRAVEN SWARM Shadowravens are ephemeral black birds with razor-

sharp talons. These harbingers of the Pyramid of Shadows swarm around the floating pyramid – attacking randomly people close to the pyramid with ominous caws and rustling wings.

Shadowraven Swarm (S) Level 7 Solo Brute Large shadow beast (swarm) XP 1,500 HP 384; Bloodied 192 Initiative +7 AC 21; Fortitude 21, Reflex 22, Will 19 Perception +11 Speed 2, fly 12 (hover) Darkvision Immune disease, poison Resist 10 necrotic; half damage from melee and ranged attacks Vulnerable 5 radiant; 10 against close and area attacks Saving Throws +5; Action Points 2 TRAITS

Shadow Swarm (necrotic) * Aura 1 Any enemy that ends its turn in the aura or inside the swarm takes 10 necrotic damage. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. STANDARD ACTIONS m Swarm of Talons (necrotic) * At-Will Attack: Melee 1 (one creature); +10 vs. Reflex Hit: 2d8 + 6 damage, and ongoing 5 necrotic damage (save ends).

M Double Attack * At-Will Effect: The shadowraven swarm makes two swarm of talons attacks versus two different targets.

C Fear of Shadows (fear) * Encounter

Attack: Close burst 5 (enemies in burst); +10 vs. Will

Hit: The target is stunned until the end of the shadowraven swarm’s next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). MOVE ACTIONS M Ravens Wrath * Recharge 4 5 6

Effect: The shadowraven swarm shifts up to 6 squares and can move through enemy-occupied squares as it moves. It makes a swarm of talons attack against any creature whose space it enters. The swarm cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square. TRIGGERED ACTIONS Split * At-Will Trigger: When first bloodied. Effect (Immediate Reaction): The shadowraven swarm splits into two, each with hit points equal to one-half its current hit points. Effects applied the original shadowraven swarm do not apply to the second one. A shadowraven swarm can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine into a single creature at the end of the encounter. Str 14 (+5) Dex 19 (+7) Wis 16 (+6) Con 16 (+6) Int 1 (-2) Cha 8 (+2) Alignment evil Languages –

SHADOWRAVEN SWARM TACTICS Shadowravens gather in swarms around the Pyramid of

Shadows, attacking randomly people in the streets below the floating pyramid without mercy. It usually start by flying over the enemy using its fear of shadows effect, then it swoops down using raven’s wrath to cut a swath through its enemies. Once bloodied, a shadowraven swarm splits into and continues attacking until both swarms are destroyed.

SHADOWRAVEN SWARM LORE A character knows the following information with a

successful Arcana check.

DC 15: Circling around the large Pyramid of Shadows are scores of shadowravens, which coalesce into ravenous swarms when provoked or when they see a potential prey below.

DC 20: Wise man argue about the origin of the shadowraven swarm, but all agree that it seems that they are formed when normal birds touch the pyramid and is consumed by the shadowstuff.

DC 25: A ritual was laid by the fey wizards to guard the pyramid from unwanted visitors, which could try to free the prisoners inside it. The ritual calls on surrounding birds that feel compelled to touch the pyramid, immediately turning them into new shadow ravens for the swarm. This usually means that the swarm reforms naturally in a week or two, unless no birds are available nearby.

ENCOUNTER GROUPS Shadowraven swarms are usually encountered alone,

but sometimes forms alliances with shadar-kai’s or other creatures from the Shadowfell.

Level 9 Encounter (XP 2,050)

♦ 1 shadowraven swarm (level 7 solo brute) ♦ 1 shadar-kai witch (level 7 controller) ♦ shadar-kai gloomblade (level 6 lurker)

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D1: HALL OF BLIZZARDS

This encounter stays the same, but the initial reaction of the winter eladrin is different as they recognize Vyrellis, their leader, which they thought was dead, see “Diplomacy and Alliances”.

When the adventurers enter the room, read: A blast of freezing air assaults you as the doors

reluctantly swing open. The floor ahead is covered with a thick sheet of ice that looks dangerously slick. Frost coats the walls and the five other sets of doors leading out of this hallway.

When the winter knights enter the hall, read: Two male eladrin enters the hall from the left door.

They have very pale skin and white hair. Their eyes are icy blue, and their chainmail seems frosted from the cold. They look surprised at seeing you, or rather the obsidian orb you carry in your hand.

“Vyrellis? Is it you I sense within that black orb? We all believed you were dead? What have happened to you?” the knight exclaims astounded.

The Head of Vyrellis says, “Kill them! Kill them all! They are servants of Karavakos. Don’t be betrayed by their fair skin, their hearts are as cold as ice! Kill them quick, before the rest gets here.”

The winter knight’s eyes grow cold with hate. “You traitorous bitch! You will die for this. Once and for all! Your new ‘friends’ will not save you. They will find death in the bitter cold of winter, that I promise. And Bergarian of the Winter Roses always keep his promises.”

The winter knights will not parley with the adventurers, focusing their attacks on the person carrying the Head of Vyrellis. Vyrellis maintain her lie that they are servants of Karavakos, and not friends of her.

DEVELOPMENT Smart players may realize that everything is not as it

seems with Vyrellis. Even thought the proud winter eladrin fight to the death, the players may spare their lives in order to be able to question them. If so happens, the players can learn some interesting facts about Vyrellis.

However, the Head of Vyrellis will not just sit idle while her true history is revealed. She has two tricks up her sleeve that she can use in order to try to kill any eladrin about to reveal her history.

Power (Daily ♦ Psychic): Standard Action. Close burst 3; +13 vs. Will; 2d6 + 3 psychic damage, and the target is dazed (save ends).

Power (Daily): Standard Action. The Head of Vyrellis is surrounded by a cyclone of biting cold wind. Creatures that begin their turn adjacent to it take 1d6 cold damage and are slowed until the start of their next turn.

If Vyrellis is unable to kill the eladrin, he or she tells the following story about Vyrellis.

“Vyrellis – yes I know her all to well. It is all her fault that we are imprisoned here in this damn pyramid for all eternity. It was her whispers, scheming and promises that lead us all astray.”

“Why she is decapitated? Well, it was she who lead us all in a desperate attempt to kill Karavakos in order to escape this pyramid. He got angry and forced us to witness as he cut off her head as a warning to us all, not to betray him again. We all though she was dead. This must have

happened hundred of years ago, or maybe not. Measuring time gets kind of meaningless after a while, you will see.”

“Karavakos and Vyrellis? They were lovers of course. She spun his head in circles, that she did. He was lost in her cold beauty. It was her sweet words and pleading that brought us all this sorrow. Her dreams of power and revenge, revenge upon her own kin.”

“No Karavakos was never behind the attack on the Feywild. It was Vyrellis all along. She made him promise. She wanted him to expand his kingdom across worlds. She wanted him to attack the Kingdom of Eltharion were her father, King Palenthior, Warden of the Silver City of Celduilon, ruled. She wanted to be the Queen of the Feywild. That was a mistake. A big mistake.”

“What we are doing here? Well, we was imprisoned along Vyrellis and Karavakos, condemned by the Eladrin Council to serve an eternity of imprisonment in this Pyramid of Shadow, they had build together with the greatest wizards of the Nerath Empire. She fed our egos and made us betray our own kindred. I have regretted the day I met Vyrellis many a night, and what she made me do.”

“No there is no way out of the Pyramid of Shadow. You are doomed to stay here for all eternity, like the rest of us.”

If Vyrellis is faced with these facts, she claims it all to be evil lies by the servants of Karavakos, trying to trick them to kill her and not their real enemy – Karavakos. She is very convincing in her lies.

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PYRAMID NEXUS Encounter Level 11 (3,100 XP)

SETUP The great nexus of the Pyramid of Shadows holds

several teleportation portals to the other areas of level two of the pyramid.

Kravak the Damned have dispatched a rearguard of battle wights and grave harpies, to make sure no one reaches the third level of the pyramid and the true Karavakos.

This encounter includes the following creatures:

1 battle wight commander (C)

3 battle wights (W)

2 grave harpies (H) When the PCs enter the chamber through one of

the teleportation portals, read: You feel no magic—no tingling or shimmering. It

occurs between steps; one instant, you’re in the room with your comrades, and the next you’re . . . not. You are in a great, stone-walled chamber. Numerous shadow portals—many of which are contained within deep stone arches, almost like artificial caves—provide egress. A platform with multiple stairs stands near the chamber’s center, arcs of lightning forms dangerous walls between four stone pillars that prevents access to the black teleportation circle inlaid in the floor between the pillars. The eastern portion of the room appears to have been largely damaged in some ancient arcane battle, marring one of two great reliefs that adorn the far wall.

Perched on one of the archways and atop the undamaged relief, a pair of foul undead females with

ragged hair and the claws and wings of vultures turn piercing eyes in your direction, they lick their arrowheads with their black bloated tongues before taking aim with their longbows and letting loose with a terrible, gravechilling cry. Down on the cavern floor you see undead warriors with pale flesh and glowing eyes looking out from ancient helms and armor.

TACTICS The grave harpies use their soul screech to split up the

PCs and move them into position where the battle wights can attack and then shift to their longbows to weaken the foes in range. The harpies take to the air only if they must to keep the PCs in effective range, or if a foe draws too near their perch, and they attempt to remain perched on spots too high for melee combatants to easily reach them. The battle wights guard the platform with the teleportation circle to the Sanctuary of Light. They attack any enemy that ends up on the cavern floor or tries to reach the platform. They use their soul reaping on any enemy that has been immobilized. The battle wight commander tries to hold the force together in order to gain the most benefit out of his soul harvest power.

The wights never follow any PCs through the teleportation portals. All the undead fight to the end.

Battle Wight Commander (C) Level 12 Soldier (Leader) Medium natural humanoid (undead) XP 700 HP 124; Bloodied 62 Initiative +10 AC 28; Fortitude 25; Reflex 22; Will 25 Perception +13 Speed 5 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant STANDARD ACTIONS m Souldraining Longsword (necrotic, weapon) • At-Will

Attack: Melee 1 (one creature); +17 vs. AC Hit: 1d8 + 7 necrotic damage, and the target loses a healing surge, and is immobilized and weakened until the end of its next turn.

R Soul Reaping (healing, necrotic) • Recharge 5 6

Attack: Ranged 5 (one immobilized target); +15 vs. Fortitude Hit: 2d6 + 18 necrotic damage, and the battle wight commander and all its undead allies within 2 squares of it regain 10 hit points. Skills Intimidate +16 Str 20 (+11) Dex 15 (+8) Wis 14 (+8) Con 20 (+11) Int 15 (+8) Cha 20 (+11) Alignment evil Languages Common Equipment plate armor, heavy shield, longsword

3 Battle Wights (W) Level 9 Soldier Medium natural humanoid (undead) XP 400 HP 98; Bloodied 49 Initiative +7 AC 25; Fortitude 22; Reflex 18; Will 22 Perception +3 Speed 5 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Souldraining Longsword (necrotic, weapon) • At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 5 necrotic damage, and the target loses a healing surge, and is immobilized until the end of its next turn.

R Soul Reaping (healing, necrotic) • Recharge 5 6

Attack: Ranged 5 (one immobilized target); +12 vs. Fortitude Hit: 3d8 + 9 necrotic damage, and the battle wight regains 10 hit points. Skills Intimidate +14 Str 20 (+9) Dex 13 (+5) Wis 9 (+3) Con 18 (+8) Int 12 (+5) Cha 20 (+9) Alignment evil Languages Common Equipment plate armor, heavy shield, longsword

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2 Grave Harpies (H) Level 11 Artillery Medium fey humanoid (undead) XP 600 HP 89; Bloodied 44 Initiative +10 AC 23; Fortitude 23, Reflex 24, Will 24 Perception +12 Speed 6, fly 8 (clumsy) Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Claws • At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d8 + 5 damage.

r Longbow (poison, weapon) • At-Will Attack: Ranged 20/40 (one creature); +18 vs. AC Hit: 2d10+3 damage, and the grave harpy makes a secondary attack against the same target Secondary Attack: +16 vs. Fortitude Hit: Target takes ongoing 10 poison damage and takes a -2 penalty to Fortitude defense (save ends both).

C Soul Screech (necrotic) • Recharge 4 5 6

Attack: Close burst 5 (creatures in burst); +16 vs. Fortitude Hit: 2d8 + 5 necrotic damage, and the target is weakened. Skills Stealth +13 Str 17 (+8) Dex 21 (+10) Wis 15 (+7) Con 17 (+8) Int 13 (+6) Cha 20 (+10) Alignment evil Languages Common

FEATURES OF THE AREA Illumination: The chamber is brightly lit by the fires

carved into the two reliefs and the statue, which glow with a magical light. In the broken passage in the east, however, the only light is what the PCs bring with them.

Ceiling: The ceiling is 40 feet overhead.

Statue: The 20 feet high statue is carved to the resemblance of Karavakos with glowing red eyes and hands burning with fire that brings dim light to the western part of the chamber. The statue is animated and at the start of

every round the statues arms points at two of the teleportation portals which are active during the round (roll randomly 2x1d8; the numbers showing which of the seven portals are active this round, the others grow completely black and are inactive the whole round, although people can still enter into the Nexus through them; if the same number comes up all portals are closed this round; if “8” comes up all teleportation doors are opened)

Reliefs: Each of the teleportation portals sits inside and is surrounded by 15 feet high reliefs. Some reliefs are just 10 feet wide, while others are much broader. These relief’s show scenes of hordes of undead and demons who battles humans and fey alike. The northeastern relief is broken off halfway across. The relief’s stick out no more then 2-3 feet from the wall, far enough so that they can serve the harpies as perches, but a normal humanoid attempting to stand on one must make an Acrobatics check every round at the end of their turn or topple off. If they have taken anything more than a minor action during their turn the check is versus DC 17, otherwise DC 12 (The harpies do not need to check due to their claws). Falling down from the reliefs causes a 1d10+2 falling damage. They are, however, easy to climb, with a DC 14 Athletics check. The P2 teleportation portal sits atop the relief.

Door: The eastern door leads to a cavernous ramp that leads down to the cavern floor.

Teleportation Portals: The teleportation portals are located at cavern floor level (except P2). Stepping through them teleports the user immediately to another area of the pyramid. The statue of Karavakos controls the activation of the portals (see Statue for details).

Heart of the Pyramid: The platform is 10 feet above the cavern floor. Four staircases lead up to the platform. Four pillars are situated around a large black teleportation circle inlaid with silver runes in the floor of the platform. Arcs of lightning dances between the pillars and an enormous black heart of shadow stuff, pulsating in the

empty air above the teleportation circle. Anyone entering into or starting his turn within the “diagonal” square formed inside the four corner stones takes 2d6+5 points of electric damage. Anyone entering or starting his turn within the black circle takes an additional 10 points of necrotic damage from the shadow heart. A DC 26 Arcana check makes the PCs aware of these dangers. The shadow heart provides the following power to all undead in the room.

Undead Regeneration * Healing

Regeneration 5 (if the undead takes radiant damage, regeneration does not function until the end of its next turn) The undead cannot heal radiant damage taken. If the undead is reduced to 0 hit points (by non-radiant damage) it rises on its next turn (as a move action) with 10 hit points.

Each of the three pillars has a keyhole. PC may notice these with a DC 18 Perception check if they stand adjacent to the pillar, if not , add +1 DC for each square between them and the pillar. The three keys carried by the splinters in the pyramid fit into these holes. Each key fits into any of the three holes, but to end the electricity, end the undead

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regeneration and activate the black teleportation circle the three keys must be inserted and turned in a particular order. Once this is done the PCs can step through the shadow heart to reach the Sactuary, still taking 10 points of necrotic damage from the heart.

The keys, the keyholes, and the inscription in the Hermitage provide the clues the characters need to solve this logic puzzle. Show players the illustrations: The Keys to the Sanctuary and The Sactuary Keyholes (see page 13 in the Adventure Book 1)

Battle Wight by Lorraine Schleter in DeviantArt.com

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CONCLUDING THE ADVENTURE

KARAVAKOS’ LAST STAND The Revenant of Ruin is filled with divine purpose as

the party finally faces Karavakos in the Sanctuary of Light. The player having turned into the revenant and the Will of Orcus gets the following extra powers in the last battle versus Karavakos.

Wrath of Orcus

The revenant gains a +2 bonus to melee and range attack rolls towards the real Karavakos while within 5 squares from Karavakos.

Divine Insight (minor; recharge )

The revenant can distinguish the real Karavakos from the shards.

At the end of the battle in the Sanctuary of Light Karavakos is apparently destroyed, but as the characters see his ashes settle on the ground, they hear a distant, cackling laugh.

When the PCs destroy or kill Karavakos, read: As the ashes of Karavakos settle to the ground you hear

a distant cackling laugh inside your heads. “Ha, you fools! You have unknowingly set me free! Now the world will learn to fear me again. I will finally get my vengeance. The fey of Celduilon will be the first to learn of my return”, and then Karavakos voice is gone, or was it ever there? You are not sure, but an uncomfortable feeling of fear and unrest lingers long after the voice is gone.

THE END OF THE ROD OF RUIN Once Karavakos is killed the Rod of Ruin, or the

Revenant of Ruin which is its current form, has served its purpose. Read the following for the character that has played the Revenant of Ruin.

As Karavakos dies in front of you, you hear a ringing laugh in the back of your mind. “Your soul is all mine now Karavakos. You will pay for your disobedience. The Will of Orcus is done”. You feel a rush as something leaves you, as if something was ripped out of you, almost physically. As if somebody had pushed in his hand in your chest and ripped out your heart. Everything blackens and you fall unconscious to the ground.

A couple of rounds later the player recovers consciousness. Meanwhile has his characteristics slowly changes back to his old self. Once he wakes up, he has memories from this “nightmare” – being pushed into the same body with another soul – he remembers everything that happened even though parts are vague and memories of the other soul are misty at best.

The player have learnt new things during this strange experience, so the player needs to bring his old character to the XP and level he was with the Revenant character, deciding on new powers and feats that may reflect this strange experience in some way (if he or she wants to).

The Rod of Ruin has lost almost all its powers, but may be more appreciated by the character who has taken the effort to carry it along all the adventures. It is now a Staff of Ruin +2.

VYRELLIS If the characters have acquired all three shards of

Vyrellis’s life force by the time they escape the Pyramid of Shadows, the Head’s goals are accomplished but Vyrellis is troubled by the last words from Karavakos.

“I have a bad feeling about all this. I need to return to my kindred in the feywild, to atone for my wrongdoings but also to warn them. If Karavakos is truly not dead, Celduilon may very well be in very big danger. You will serve as my escorts and bodyguards. You need to take me to Moonstair southwest of here, were there is a Moon Door to the Feywild. From there it is not far to the great kingdom of Eltharion were my father the great King Palenthior, Warden of the Silver City of Celduilon. He needs to learn about this new threat immediately.”

If the characters defeat Karavakos before they find all three shards of Vyrellis’s life force, the Head urges the character carrying it to continue seeking the shards, which might be carried out of the pyramid by any creatures escaping behind the characters. If that fails, she demands that the character reenter the pyramid in search of the

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items, urging him or her to great haste to avoid becoming imprisoned in the pyramid again.

ESCAPING THE PYRAMID OF SHADOWS

The Pyramid of Shadows is a prison whose primary purpose is to hold Karavakos. The other inhabitants of the pyramid, including the player characters, are imprisoned only as long as Karavakos is, and with his death they can escape his prison. A few moments after the adventurers defeat Karavakos, the prison begins to open. Read the following text to the players, assuming that they are still within the Sanctuary of Light, or adjust it as you see fit if they’re elsewhere in the pyramid.

The floor and walls of the pyramid of shadows starts to fade. The floor shake and the walls start to flex, like as if you were inside a breathing lung that were drowning, gasping for air. The vista change, furniture rearranges and disappears as the living dimension that was the pyramid of shadows dies. You notice the steadily brightening light of day filtering in through the shadowy walls of the room, through the transparent walls you can see Fallcrest closing in below as the pyramid descents. You see people running for cover as the shadowy shape of the pyramid drops like a dark blanket over the town. Slowly the houses outside take shape in your sight. After a moment, the walls of the room vanish, and a cool breeze wafts across your skin. The last shadowy remnant of the pyramid disappears like a mist, slowly dissipating around you.

The characters find themselves among the streets of lowtown in Fallcrest. The streets are empty as most people have gone into hiding.

Any creatures left alive in the pyramid are also finding themselves on the streets of Fallcrest, but maybe in another

district of the town. These creatures might cause local disturbances that lead the PCs into future adventures.

♦ The Verdant Ruin: If Camnor and his arboreans are still alive they immediately leave Fallcrest, heading for the Cloak Wood or the Wichlight Fens. They fight anyone that tries to stop them. Once established they will build their human-hostile cult in their remote area, potentially growing to a later threat for Fallcrest.

♦ Gharash Vren’s Gang: If the bandit gang of Gharash Vren is still alive, they immediately try to establish themselves as the new “bosses” of low town in Fallcrest. They will fight Kelson’s River Rats for supremacy over low town.

♦ The Sundered Temple: If Medragal, the high priest of the Sundered Temple, and his followers are alive, they immediately go into hiding. Then they start planning to take over the House of the Sun, in secret trying to establish it as a temple dedicated to some unknown entity of the Far Realm. This can grow into a dangerous threat for Fallcrest later.

♦ The Dragon’s Lair: If the players have left the adult white dragon alive it goes on rampage over Fallcrest. The players are the only ones that can face it, but they probably will have to go into hiding and rest before they dare to take on this big threat. Meanwhile the dragon plunders and kills at its leisure. If the players to not act the dragon leaves Fallcrest in ruin after three days of plunder, setting of for the Cairngorm Peaks and beyond, trying to find a cold glacier to set up his lair with all the riches it has collected in Fallcrest.

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MAGIC ITEMS APPENDIX

THE ROD (REVENANT) OF RUIN DUNGEON MASTER’S NOTES

For detailed descriptions on the Rod of Ruin, please refer to the Magic Item Appendix of the H1 Demon Prince of Undeath Conversion Guide. This addition only covers the dramatic changes it undergoes as the characters enter the demiplane that is the Pyramid of Shadows.

BACKGROUND The Rod of Ruin was created under the guidance of

Orcus to break down the boundaries of the multiverse, opening gates to the Shadowfell in order to spread the demon lord’s armies and will to the world of the living. Karavakos have managed to control the Rod of Ruin from within the pyramid, influencing the wielder of the Rod and sending them on a quest into the Pyramid of Shadows to kill his shards. Orcus does not like this – not at all. He wants Karavakos soul, as was the original contract, signed in blood by Karavakos for the demon hordes he received.

As the players step into the Pyramid of Shadows, the Rod of Ruin is instead influenced by Orcus who use it as a mean to bring his will into the demiplane which is the Pyramid of Shadows. Something he has been unable to do since creation of it by the combined efforts of fey and human wizards. The artifacts entrance into the prison demiplane suddenly gives him a mean of access, however small it is.

As the wielder of the Rod of Ruins enters the demiplane that is the Pyramid of Shadows, the living entity that is the Rod of Ruin merges with the wielder of the rod, and both contest for the supremacy of the wielders body –

or rather the new body or aspect of the body that arises within the demiplane. Few mortals can win such a battle and in the end the mind of the Rod emerges as a revenant within the demiplane - becoming the will of Orcus - the means for the demon lord to reach his ends. This new being, however temporary and bound to the morphic laws of this demiplane, is conscious of its original past and history, but also have some knowledge and memory or the purpose of the Rod.

GOALS OF THE REVENANT OF RUIN ♦ Kill Karavakos

♦ Destroy the demiplane that is the Pyramid of Shadows so Karavakos soul can be damned to the Abyss and taken by the Demon Prince of Undeath.

♦ Spread worship of Orcus across the world.

INTRODUCING THE REVENANT OF RUIN The player playing the character wielding the Rod of

Ruin suddenly have a new character to play while inside the Pyramid of Shadows – the Revenant of Ruin, set on the task to kill Karavakos, so that his Master finaly can get a chance to get his hands on Karavakos soul.

This new character is a revenant, a new race introduced in Dragon Magazine 376, ‘…A revenant arises not as an aimless corpse of a life lost but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. Though the revenant moves among the throngs of the living, it has a phantom life—a puppet mockery of the existence its soul once knew. The revenant is an echo haunted by the memory of itself.’

Read through the Dragon article to get a better understanding of the race and its role.

Game Effects ♦ The player get a new character to use within the

Pyramid of Shadows – the Revenant of Ruin, which she or he fully controls as if it was the original character.

♦ The player retains his old character once they leave the Pyramid of Shadows. The Revenant of Ruin only exist within the demiplane of the Pyramid of Shadows, outside the Rod can not control the original character.

♦ The original character gains XP for what his "new character" does within the pyramid. The original character, even though he or she is not in control of the revenant, coexists in the background and learns from the revenants experiences.

♦ If the new character dies (the revenant), the Rod is destroyed and instead the original character reemerges with full memories of what has happened – “It was strange, it was like watching your life from above, almost like a dream, without being able to affect anything. It was really strange and scary”.

♦ A great opportunity for the player to roleplay this new character that is a revenant combining the old characters memories and history, with the Will of Orcus and fragmented memories of the Rod.

DM Options ♦ Use the provided Revenant Invoker (Controller) as is

described below.

♦ Create your own Revenant Avenger instead if your character today is a Striker

♦ Let the player create the Invoker and Avenger himself, and let him be part of creating bits of memories or histories that will make the revenant even more rewarding and mysterious to play.

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REVENANT OF RUIN

As a revenant, you are the embodiment of a lost soul given new purpose. You walk in two worlds - among the throngs of the living but only as a puppet mockery of the existence your soul once knew. As an invoker the only thing stronger than your faith is the fire you use to burn away those who stand against the Will of Orcus.

Class: Invoker Level: 7th Race: Human Revenant

Hit Points 51___________________________________

Bloodied 25 Healing Surge 12 Surges Per Day 9

Initiative +4 __________ Action Points ____________

DEFENSES AC Fortitude Reflex Will

14 17 15 18

ATTACKS Melee Basic Attack: +7 (rod of ruin) Damage: 1d8+2

Ranged Basic Attack: +9 (avenging darkness) Damage: 1d10+4 necrotic

RACIAL TRAITS Height: As host Weight: As host Size: Medium

Speed: 6 squares Vision: Low-light

Languages: Common, Abyssal + host languages

Alignment: Unaligned

Skill Bonuses: +2 Endurance, +2 Intimidate

Undead: You are considered to be an undead creature for effects that relate to that keyword. You are also considered a living creature.

Past Life: Select a race other than revenant. You can take feats, a paragon path, and an epic destiny that have the selected race as a prerequisite, as long as you meet all other prerequisites.

Unnatural Vitality: Whenever you drop to 0 hit points or fewer, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.

Dark Reaping: You can use dark reaping as an encounter power.

AT-WILL PRAYERS Avenging Darkness Invoker Attack 1

You smite your foe with a chilling orb of darkness, with the cold vengeance of the grave if your allies have been harmed At-Will ♦ Divine, Implement, Necrotic Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d10 + Wisdom modifier necrotic damage. If a bloodied

ally is adjacent to the target, the attack deals extra necrotic damage equal to your Constitution modifier. Level 21: 2d10 + Wisdom modifier necrotic damage: Special: You can use this power as a ranged basic attack.

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ENCOUNTER PRAYERS

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DAILY PRAYERS

UTILITY PRAYERS

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CLASS FEATURES Channel Divinity: You can use one of these special divine powers once per encounter.

Divine Covenant: You have entered the Covenant of Wrath and sworn to seek out and destroy those that oppose Orcus. You can use the armor of wrath power.

Ritual Casting: You gain the Ritual Caster bonus feat.

Implements: You use rods and staffs as implements, and add its enhancement bonus to attack and damage rolls to your powers that have the implant keyword.

Channel Divinity: Invoker Feature

Master of Undead Undead flee and cover in your presence, seeing the Master behind your every action. Encounter ♦ Divine, Implement, Psychic Standard Action Close blast 5 Target: Each undead creature in blast Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier psychic damage. You push the target 2 squares, and it is dazed until the end of your next turn. Level 5: 2d10 + Wisdom modifier psychic damage. Level 11: 3d10 + Wisdom modifier psychic damage. Level 15: 4d10 + Wisdom modifier psychic damage. Level 21: 5d10 + Wisdom modifier psychic damage. Level 25: 6d10 + Wisdom modifier psychic damage. Miss: Half damage.

Ability Scores

Check Modifier

Ability Scores

Check Modifier

Str 10 +0 Int 12 +1

Con 17 +3 Wis 18 +4

Dex 13 +1 Cha 10 +0

FEAT Dark Feasting: When you deal the additional necrotic damage from your dark reaping racial power, you gain temporary hit points equal to the additional necrotic damage you dealt the target.

Demonic Fire: You gain a +1 feat bonus to damage roles using powers that has the fire or necrotic keyword

Invoker Defense: When you hit an enemy within 3 squares with an invoker power, you get +2 bonus to AC until the start of your next turn

Human Soul: You get a +1 bonus to Fortitude, Reflex and Will defenses.

GEAR Armor: As host (current AC is based on no armor).

Weapon: As host.

Equipment: As host.

Gold: As host

Skills (Ability) Trained? Check Modifier

Acrobatics (Dex) +4

Arcana (Int) Yes +9

Athletics (Str) +3

Bluff (Cha) +3

Diplomacy (Cha) +3

Dungeoneering (Wis) +7

Endurance (Con) +8

Heal (Wis) +7

History (Int) Yes +9

Insight (Wis) +7

Intimidate (Cha) Yes +10

Nature (Wis) +7

Perception (Wis) +7

Religion (Int) Yes +9

Stealth (Dex) +4

Streetwise (Cha) +3

Thievery (Dex) +4

MAGIC ITEMS As host plus the Rod of Ruin, which now is not sentient

any longer, as the soul of the rod is now the mind of the revenant.

See the new statistics for the Rod of Ruin below:

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The Rod of Ruin Heroic Level Its powers within the Pyramid of Shadows This evil artifact was created by the wizard Karavakos under influence of the Demon Lord Orcus – Prince of the Undead. The dark rod bears a resemblance to the much-feared Wand of Orcus. A black skull crowns the rod and black tendrils of necrotic energy and shadows play across the weapon like a dark promise of decay and death. Old sages whispers in fear that the purpose of the rod was not as a weapon, but as a tool to open a rift to the Shadowfell, to bring darkness and undeath to the world of the living.

Omen: The skull on the Rod of Ruin leaks black tendrils of shadow and is icy cold to the touch. Faint whispers and moaning can be heard from the skull. Implement (Staff) Enhancement: +2 Attack rolls and damage rolls Critical: +2d6 necrotic damage

Power (Daily ♦ Necrotic): Free Action. Use this power when you hit with the weapon. The target takes ongoing 5 necrotic damage (save ends). Saves made to end this effect take a –2 penalty.

8TH LEVEL At 8th level, you gain the following:

Hit Points: Increase to 56 Bloodied: Increase to 28

Healing Surge: Increase to 14

Level Modifier: Because your new level is an even number, everything that includes one-half your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Ability: Con 18, Wis 19; increase Fortitude +1 and increase appropriate Con based skills with +1

Feat: Scouring Wrath: When you use your armor of wrath power the target gains vulnerable 2 to all other damage until the end of your next turn.

9TH LEVEL At 9th level, you gain the following:

Hit Points: Increase to 60 Bloodied: Increase to 30

Healing Surge: Increase to 15

Sign of Orcus Invoker Attack 9 Ancient texts speak of the Sign of Orcus, a powerful sign giving death to the living. You invoke this sign, creating a cloud of necrotic energies that blinds those that leave its grasp. Daily ♦ Divine, Implement, Radius, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Reflex Hit: 3d6 + Wisdom modifier necrotic damage. Miss: Half damage. Effect: The burst creates a zone of darkness that lasts until the end of your next turn. Any creature that starts its turn within the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.

10TH LEVEL At 10th level, you gain the following:

Hit Points: Increase to 64 Bloodied: Increase to 32

Healing Surge: Increase to 16

Level Modifier: Because your new level is an even number, everything that includes one-half your level gets better. Increase your attacks, defenses, initiative, and skill check modifiers by 1 point.

Demonic Visage Invoker Utility 10 As your foe attacks, you transform into the image of Orcus the Demon Prince of Undeath. Filled with terror, the foe backs away. Encounter ♦ Divine, Fear Immediate Interrupt Close blast 5

Trigger: An enemy within 5 squares of you makes an attack roll against you Target: The triggering enemy Effect: The target takes a -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 3 squares.

OPTION: ROD OF RUIN Not all players like to play a dark, if not somewhat evil

character, and may revolt at being a tool for Orcus. Your players might hold their character so dear that they are not open to trying out a new 4th Edition class and race even for one adventure. For you the Revenant option presented above might not be ideal.

Option 1: In this case I would suggest you to let the Rod of Ruin remain a tool, but rather than being the voice of Karavakos, you could let Thrullzon whose soul is bound to the rod speak to the character mentally, urging him or her to kill Karavakos, while giving glimpses of his old life to the character. You may still give the user the powers presented in “Karavakos Last Stand”, and the ending described in “The End of the Rod of Ruin”.

Option 2: In this case the character can, as a minor action, choose to allow the revenant to take control of his body. If he does this, he'll switch over to using the revenant character. Current hit points will stay the same, but the maximum will be adjusted. The number of healing surges he used before changing will be subtracted from the Revenant's daily allotment. For every daily power used in prior form, he has to choose one revenant daily to not be available (same with encounter powers if he changes mid-combat). He then has to remain in this form until he takes an extended rest at which point he regains control of his mind, but can keep doing this each day until the Rod is destroyed in “Karavakos Last Stand”.

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HEAD OF VYRELLIS As the players meet Vyrellis she tells them her story,

which is a mix of truths and lies, making the overall story quite believable. She tries to portray herself as the innocent victim of the evil Karavakos, which is not the truth. She was the one that in reality inspired him to attack the fey kingdom and her own people.

“You have been drawn into this prison by its most celebrated inmate, Karavakos the would-be king and conqueror. The only way to escape is to destroy that most-hated wizard. But to accomplish such a task, creatures the likes of you will need my help.”

“I am Vyrellis, eladrin princess and heir to the throne of Celduilon – the Silver City. My father is the eladrin high king Palenthior, Warden of Celduilon.”

“…Karavakos the Cursed. Yes I know him all to well. Hundred of years ago when I was still alive, living happily in the beautiful and majestic Feywild kingdom of my father, we came to learn about the mighty teifling wizard Karavakos. He had managed to concur all neighboring lands and had formed a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time.”

“My father in his infinite wisdom, grew troubled at the wizard’s ambitions of power. His undead and demonic hordes were even threatening the boundaries of our fey kingdom. My father summoned me to his side and asked of me to be his emissary that would travel to Karavakos in an effort to try to negotiate a peace agreement with him. Little did I know what awaited me. I did what my father had asked of me and traveled through the Moon Door to your lands and the Court of Karavakos. It was at winter’s arrival that I arrived to Karavakos palace seeking his audience. I

begged on my knees for the great wizard to spare my people and our kingdom from his evil hordes, but he did not listen. Instead his eyes studied my body, like a slaver his stock. I saw the terrible hunger of the flesh that so haunts his kind. He ordered my eladrin envoy killed and commanded me to his personal chamber. Naked and humiliated they dragged me through his palace to his chamber, were he forced himself upon me. I begged him to stop, but he was like an animal filled with lust.”

“When he had had me a hundred times, and I thought my life would end, Karavakos decided to humiliate me even further. Against eladrin customs, against my fathers will, without my consent, Karavakos took me – Vyrellis an eladrin princess – as his bride and proclaimed that he would rule a new empire, an empire of humans and fey alike. With spring’s dawning he ordered his armies to march into the Feywild.”

“The demon hordes marched through the gate into the Feywild. But my sacrifice of soul and body to this beast had not been in vain. I had bought my father valuable time to prepare for the wizard’s hordes. In the Feywild, in my father’s realm, the demons and the undead met their match. Invincible on the battlefields of the natural world, the demon hordes met the mighty eladrin army of Celduilon. Fey spears and arrows felled the hordes, putting an end to Karavakos’s dreams of conquest.”

“Karavakos nation died on that day, thanks to the combined effort of the Nerath Empire and eladrin soldiers of Celduilon. The Seelie Court feared Karavakos’ powers and ties to the Abyss and imprisoned him in the Pyramid of Shadows were the demons would never be able to reach him. But I feared for his return, and could not go back to my kindred as I was defiled. I therefore volunteered to go with him into this sinister place for eternity. My hope was that I during the years would be able to convince him of his errors and lead him back into the light of the living. I hoped

that if I gave him my true love, maybe I could find a part of his soul that was not totally corrupted by hunger for power and in the end change his soul – I was wrong! There is nothing there worth saving. He deserves to be killed for what he has done towards me and everybody else he has used for his own ambitions. Kill him and the pyramid will cease to exist. That is the only way you can become free of this prison”

Once the Head’s concordance reaches 12, it offers the adventurers the quest to collect Vyrellis’ splinters of life force. This is a major quest that awards 2,000 XP upon completion.

“The Pyramid of Shadows is one of many magical prisons created to confine powerful beings. The fey created it to exist both in the natural world and in the Shadowfell, at the same time in neither of them, thereby preventing Karavakos from ever returning. Just as a prism splits light into its component colors, the pyramid split Karavakos’s life force into free-willed splinters, each one containing a fragment of his power. With his power spread among these various splinters, Karavakos couldn’t hope to break free from the prison. Enraged, he lashed out at the only person he could blame for his failure—me. I tried to make him see the truth, that it was all due to his own lust for power, but he would not listen. In the end, he cut of my head and threw it into the charnel pit at the heart of the pyramid. But I didn’t die. My life energy, too, was splintered upon my arrival in the pyramid. One splinter was imbued into this orb you found. You must help me find the other splinters of my life force and together we will escape the Pyramid of Shadow. But first I need to get my revenge on Karavakos, we will be free first when all his splinters are destroyed.”

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Main Adventure Encounters Level XP Progression Conversion Encounters Level XP New XP New ProgressionA1: The Clearing in the Forest 6 1 400 12 366 7th Intro removed 6 -1 400 0 12 272 7th

Shadowraven Swarm 7 1 500 1 275 12 527Covenant's Revenge 8 1 900 1 615 12 850The Tiamat Cult 9 2 000 1 700 13 190 8thRiver Rats 5 1 000 850 13 360

P1: Entrance Pit 7 1 714 12 709 1 457 13 651P2: Chamber of Rats 7 1 500 13 009 8th 1 275 13 906P3: The Bridge 7 1 600 13 329 1 360 14 178P4: The Beast in the Pit 6 674 13 464 573 14 293P5: Flooded Chamber 8 1 750 13 814 1 488 14 590C1: Hedge Maze 7 1 450 14 104 1 233 14 837C2: The Well 7 1 850 14 474 1 573 15 152C3: The Black Meadow 5 975 14 669 829 15 317C4: Temple of Verdant Rage 9 2 200 15 109 1 870 15 691C5: Vines of Death 8 1 700 15 449 1 445 15 980G1: Guard Chamber 9 2 000 15 849 1 700 16 320G2: Chamber of Doors 12 3 450 16 539 9th 2 933 16 907 9thG3: Inner Chambers 9 2 000 16 939 1 700 17 247H1: Library of Whispers 8 1 800 17 299 1 530 17 553H2: The Mermitage 9 2 050 17 709 1 743 17 902S1: The Ice Chamber 8 1 750 18 059 1 488 18 199S2: Ambush Hall 8 1 750 18 409 1 488 18 497S3: Chamber of the Monoliths 8 1 750 18 759 1 488 18 794S4: The Grand Stair 8 1 800 19 119 1 530 19 100T1: Temple Guards 8 1 850 19 489 1 573 19 415T2: Tree Gates of Agony 9 2 200 19 929 1 870 19 789T3: The Heart of Madness 9 2 000 20 329 1 700 20 129T4: Hovels of the Damned 9 2 022 20 733 10th 1 719 20 473T5: Howls from Beyond 11 3 000 21 333 2 550 20 983 10thD1: Hall of Blizzards 9 1 950 21 723 1 658 21 314D2: Winter's Clutch 9 2 000 22 123 1 700 21 654N1: The Hungry Dead 9 2 100 22 543 1 785 22 011N2: Hall of Death's Shadow 10 2 500 23 043 2 125 22 436N3: Palace of Bones 11 3 100 23 663 2 635 22 963G1: Fool's Vengeance 10 2 500 24 163 2 125 23 388G2: Maze of Lost Souls 10 2 500 24 663 2 125 23 813G3: The Shadow Stone 10 2 600 25 183 2 210 24 255

Pyramid Nexus 11 3 100 2 635 24 782K1: The Sanctuary of Ligt 13 3 900 25 963 3 315 25 445Hook: The Mysterious Map 7 1 500 26 263 11th Changed to Hook: The Lord Warden 1 275 25 700

Hook: Gather Pyramid Relics 7 300 255 25 751

70 885 8 100 -15% 67 398

XP ANALYSIS

I have made a small analysis of the XP in the main adventure and the changes introduced in this conversion. For the PCs to remain at the proper level after completing H3, I would suggest you as a DM to reduce the XP handed

out during the adventure with -15%, i.e. multiply the Encounter XP with 0.85, if you are planning to use all the changes made. This will keep the balance in the adventure.

For detailed XP breakdown, see below.

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FALLCREST NPC PORTRAITS

Sergeant Thurmina at the Five-Arch Bridge

Erandil Zemoar at the Nentir Inn

Wisara Osterman at the Silver Unicorn Inn

Selarund Halfmoon at the Halfmoon Trading House

Lord Warden Faren Markelhay of the Moonstone Keep

Grundelmar, Priest of Pelor at the House of the Sun

Amara Azaer at the House of Azaer

High Priest Dirina Mornbrow at the House of Erathis

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High Priest Ressilmae Starlight at the Moonsong Temple

Lannar Thistleton at the Fallcrest Stables

Sergeant Murgeddin at the Wizard’s Gate

Orest Naerumar at the Naerumar’s Import

Armos Kamroth of the Kamroth Estate

Nimozaran the Green at the Septarch's Tower

Par Winnomer, owner of the Blue Moon Alehouse

Teldorthan Ironhews at Teldorthan’s Arms

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Sergeant Gerdrand at King’s Gate

Nimena Sandercot at Sandercot Provisioner

Kelson at the Lucky Gnome’s Taphouse

Irena Swiftwater of the Swiftwater Clan at the Lower Quays

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PLAYER’S HANDOUTS

MEMORIES OF THE ROD Distribute the fragments of memories from the Rod

during the players adventure in the pyramid. Do not give it all at the same time. You may give them in the order provided below, or in a random fashion, forcing the player to put them in some kind of order to understand the other soul that occupies his or her body.

WHO AM I? Who are you? You do not know anymore. The memories of

your past are intermingled with the past of the Rod. You are still yourself but also something new. A new person – a person with a purpose. Dark memories from someone that isn’t you haunt your dreams. You are glad most of them are fussy, like a nightmare you vaguely remember when you wake up – drenched in sweat. The only thing that stands clear in your mind is your mission – written in you mind with heaven high letters of blood – the Will of Orcus. Your master is calling you – kill Karavakos and deliver his soul to the fury of Orcus!

LOOKING IN THE MIRROR You look at the reflection of yourself – a shriveled rose that

have lost its color and beauty of life. Your body has turned gaunt and slender. Your skin has turned ashen and your features are sunken. But what fills your heart with fear is when you meet the reflection of your eyes. It is like looking into a black mirror or emptiness without hope. A red point of fire is floating in an ocean of blackness, like a reflection of the fires of damnation. Your hair has turned grey-white almost like silver. It is like looking at a mask of somebody you once knew well but has now nearly forgotten. In horror you try to cover you face with your hands only to find them

twisted and perverted, almost demonic with dark scales ending in strong, black fingernails resembling claws. What has happened to you? What dark revenant has the Pyramid of Shadows turned you into?

MEMORIES OF KARAVAKOS …Karavakos – he is like a shattered mirror in your mind.

Pieces of a puzzle spread out on the table in front of you, were no single piece make sense.

…He was your creator, or was he? He was inspired by your real Master, he who waits in the shadows with blood on his hands. He created the Rod. He created you. But you were not an object, not an animation. Your history runs back long before the creation of the Rod of Ruin. Your service to the Blood Lord runs back eons of blood and undeath. You were the soul that the Great Lord supplied from his endless hordes to kindle the Rod – to bring it Purpose, to bring it Life and the Will of Orcus.

…What a glorious day for my Master and woeful day for mankind, as we broke down the fabrics of reality and tore the dimensions asunder, opening the gate to my Masters domain – into the world of shadows and death. The hordes were waiting on the other side, as my Master hade promised. Thousands upon thousands of demons and undead, pouring through the rift like a tidal wave, challenging the stars with their numbers. Endless legions of zombies from the Sea of Rot filled the ranks. Hordes of ghouls from the Plains of Hunger craved for human flesh. It was a glorious sight. Nothing could stop my Karavakos now, not even the empire of Nerath!

…She was always at his side – like the sun beside the moon. Her radiance and beauty a legend among the courts of man. Her voice the song of angels. Her body the demonic tool of temptation. She was a princess, a princess from the Feywild – beauty

incarnated. No man could resist her – not even my wielder. Karavakos heart was soon hers.

…He was strong in the Arts. Powers surged through him naturally, but it was his discipline and knowledge in the Arts that made it sharp. Made him a tool for my Master. A spear for his vile ambitions. A spear that in the end escaped him.

…You remember the hands of your wielder. Karavakos had strong hands – iron hands, hands of Power, strong enough to even challenge the great empire of Nerath. Hands which ordered hordes of demons and undead across the lands he concurred. Hands that never hesitated to strike down with the Rod in anger, cracking the skulls of the weak, breaking the bones of the submissive, and punishing the innocent. But he was still weak – the shadow at his side gave him purpose, gave him strength – gave him ambitions!

…The end came on a beautiful spring day. Karavakos had ordered the demon hordes to march through the gate at the Crytal Throne at the Fortress of Mross-Kagg, entering into the Feywild. Little had he anticipated the resistance we met, trees the size of cities was infested with hidden archers, lakes of mist brought endless sleep to those at its shore, statues ancient beyond reckoning came to life in defense of the forests, nature itself was awakening to the songs of the eladrin. My Masters hordes met their match. Invincible on the battlefields of man, they simply vanished in the land of twilight and song. My wielder’s dreams of conquest had come to and end—he had failed my True Master, and for that he had to pay the price – a price in blood to the Blood Lord!

…The Masters anger was terrible to behold, sending shockwaves through the festering planes of Thanatos. Karavakos had slipped from the Blood Lords grasp, broken his contract, escaped with his soul intact, to a place were even my mighty Master could not reach him. Centuries went past but the fire of hate never diminish in the heart of the Blood Lord, the memories of mortal

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betrayals never forgotten: When suddenly the Rod was found, and finally my Masters saw an end to a festering wound that had been left untended to long on his immortal flesh. The Will of Orcus must be done!

MEMORIES OF ANOTHER LIFE … There is someone else there. Memories of a life, not your

own – or was it? It is becoming increasingly hard to differentiate reality from dreams. Or was it something more than a dream? You were never the Rod, the Rod was just a vessel, a prison so your Master could punish you even further – like as if the years in the Abyss hellfire would not have been enough. Instead he forced you into that, into that …thing, that rod, that device, to yet again serve Him. Your soul tied down with chains of magic into that emptiness, that blackness, which was the Rod of Ruin. Your soul serving as the foci of its powers, a mere ingredient in a ritual. How long have you waited? How long have you served? You cannot answer that. But you remember something else. You remember a life, a life before the emptiness, before the hellfire. A life when you were the king and everybody feared your words and commands. You were someone important, someone with a mission. Someone with a quest – destined for glory. Yes it all comes back again. A name. You had a name. You were Thrullzon – The Exarch of Orcus! The glories of shadow and undeath at your command!

…You see memories of your past life, but is like looking at the world through a prism – a multitude of reflections all bringing back pieces but not the whole picture. But you are slowly starting to put the pieces together, one by one. You remember now. You were his general, his devoted follower during his time of trouble. You walked by your Master’s side, helping and supporting him after his rebirth – a time when he was just a shadow of his former glory. Tenebrous. Yes, that was what he used to call himself. You helped him with your necrotic powers, helped him to yet again raise a horde of undead followers to his cause. Just enough so that he could take on the astral dominion of Tomari, the goddess of love and wisdom,

and kill her with the Last Word. While he slew the goddess, your small army slew all the residents of the beautiful astral island of love. As the goddess died, so did her realm and everything around you. Your Master channeled it into the Shadowfell where he could hide it and you were given the task to cultivate it for future use. Together, your master weak from the effort, you channeled the dark energies of the Shadowfell to raised the slain residents as the living dead. You, Thrullzon – Exarch of Orcus was given the task to command the Shambling Horde in Deadhold, hidden away within a splinter of the Shadowfell. To awaited your Master’s return to power, to build an army of zombies to do his bidding – the Rotting Legion. You were loyal, you were devoted, and you sat there on the Rotting Throne as years went past, waiting for your Masters return, waiting for his call – but how did he repay you?

… the task of the Necromancer, ending life to bless the dead with eternal unlife. Killing the dreams and futile ambitions of the living, filling the corpse with a new purpose, bereft of the stress of life, blessing them with forgetfulness and blind loyalty. They call it evil, I call it a higher goodness – the blessing of unlife. So why do I find the task of my master so hard? I have raised thousands of Tomari’s followers and yet it fills me with emptiness. There is something strange with them, with this rotting legion of Tomari’s devoted lovers. They should be empty husks, devoted to my Master’s bidding. Yet I do not know if I am imagining sudden looks of sorrow and longing in their empty sockets when they see old partners or children, the touch of rotten flesh sometimes seem to show tenderness. It is impossible I know. I must be imagining, the emptiness and loneliness of Deadhold is getting on my nerves. I wish my Master would return so the battle could commence.

… You are the only one alive in this empty world. The sky above is strewn with clouds, while an oppressive, choking heat is your constant companion, tearing at you as you overlook your domain. Hordethrone is surrounded by and endless desert with ashen sand that varies from gray to white to a dull yellow, almost like it was powdered bones, worn down by the burning winds. Here

and there, skulls and shattered bones poke through the dunes. The wide plateau were the palace grounds rest are surrounded by what looks like a river of shadow, but you know all to well its true nature. Cries of suffering rise from the river, a river you yourself named the Sea of Rot as it is filled with an endless legion of zombies, and it is constantly growing. The Blood Lord, your Master have the souls of all mortal creatures sacrificed on his altars being reborn as conscripts in the Shambling Horde. The sea of undead is cloaked in what appears to be a shimmering haze of desert heat. But it is all a figment, the true nature of that dark stain—the air above the sea is thick with an endless swarm of flies, feasting upon the flesh of the undead. Maybe you are not alone after all. You have the constant company of the blood flies after all.

Thrullzon – The Exarch of Orcus

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…Ah, but you were nothing but a tool. A weapon your Master used to serve his purpose. You listen to his sweet promises, he feed your dreams of power, he filled you with self-importance, but you were never anything more than a simple tool. You realize that now. It is first now when you can draw upon the learning’s of two souls – two lives, that you fully come to understand Orcus’ treachery.

…Kiaransalee, the drow goddess of vengeance, was the target of my Master’s godlike wrath when he finally returned. He now had his Wand and had returned to his former power. He was terrible to behold. The endless sea of zombies, that was the Rotting Legion fell to the ground fearing his wrath in truth – as did I. He immediately put my army to use, but instead of putting me in charge of its glory, he took the majority of my creation under his own command to retake Thanatos from the traitorous Kiaransalee. Me, I was ordered to deal with a minor holding of Kiaransalee followers in a pocket of the Underdark in a distant world. But I followed by Masters command, as a good tool, and led the remaining hordes of undead towards the drow enclave, only to find that they were giving fiercer resistance that what I had expected. I called for support, to be given more legions to meet the drow threat, but I found my Master, distracted by more pressing matters on Thanatos, not answering my summons. My loyalty through this dark time seemed to be forgotten. But I continued to fight, even though I knew it was a lost cause. I stayed loyal to the Blood Lord to the very end – but was I rewarded for my loyalty? No!

…In the end I came to realize that my Master would never hear my prayers. He would never send the legions I have asked for. He would never repay my loyalty to him. And so I died, by the hand of the filthy drow. Beheaded and blasphemed through the streets of the drow. That was the end of the glorious Thrullzon – the former exarch of Orcus. My soul sent to the Abyss for hundreds of years of torment in its pits of fire and shadow. Punished for my failures by the one I had served faithfully, only to be given a second torment, tied to the empty shadows of the Rod of Ruin for years.

Screaming in torment towards a wall of shadows that never sent even an echo back in return. My sanity lingering in the blackness, until I thought all hope was lost.

…I have been given a new life. Is it a curse or a blessing? A continued tormenting by my Master? Or have I been given a new chance? I do not know. The only thing I know is that I am the Will of Orcus. His voice yet again whispers in my dreams. Filling me with purpose. The traitor Karavakos must DIE! So speak the Will of Orcus!

…I am not what I once was. I feel the presence of another life. A man with other dreams, other sorrows. I am both and none of them at the same time. My Master have formed me, given me a purpose and direction and powers to go with it. I am the embodiment of his wrath – the Will of Orcus. The Slayer of Karavakos!

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BATTLE MAPS

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Player Fallcrest Map By Crazyred

http://dandddoodles.blogspot.com/

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MONSTER UPDATE

P1: ENTRANCE PIT Gurrak, Ettin Headtaker (G) Level 10 Elite Soldier Large natural humanoid (giant) XP 1,000 HP 222; Bloodied 111 Initiative +8 AC 26; Fortitude 24, Reflex 20, Will 20 Perception +12 Speed 6 Saving Throws +2; Action Points 1 TRAITS Double Action The ettin makes two initiative checks and takes a full turn on each initiative result. The ettin can take two immediate actions per round but only one between one turn and the next. Dual Brain At the end of each of its turns, the ettin automatically ends any dazing, stunning, or charm effect on itself. STANDARD ACTIONS m Cleaver (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 1d12 + 12 damage, and the ettin can push the target 1 square. Effect: The ettin marks the target until the end of the ettin’s next turn. TRIGGERED ACTIONS M Swat * At-Will Trigger: An enemy enters a square where it flanks the ettin. Attack (Immediate Reaction): Melee 2 (one creature flanking the ettin); +13 vs. Fortitude Hit: The ettin pushes the target up to 3 squares. Str 28 (+14) Dex 12 (+6) Wis 15 (+7) Con 23 (+11) Int 8 (+4) Cha 9 (+4) Alignment chaotic evil Languages Giant Equipment hide armor, 2 cleavers

2 Carrion Crawlers (C) Level 7 Soldiers Large aberrant beast XP 300 HP 81; Bloodied 40 Initiative +8 AC 23; Fortitude 19, Reflex 18, Will 17 Perception +5 Speed 6, climb 6 (spider climb) Darkvision STANDARD ACTIONS m Tentacles (poison) * At-Will Attack: Melee 2 (one creature); +10 vs. Fortitude Hit: 2d4 + 5 damage, and the target takes ongoing 5 poison damage and is slowed (save ends both). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target is stunned instead of immobilized (save ends). Miss: The target is slowed until the end of the carrion crawler's next turn.

M Bite * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d10 + 4 damage. Str 20 (+8) Dex 16 (+6) Wis 14 (+5) Con 17 (+6) Int 2 (-1) Cha 16 (+6) Alignment unaligned Languages –

3 Zombie Rotters Level 3 Minion Brute Medium natural animate (undead) XP 38 HP 1; a missed attack never damage a minion Initiative -2 AC 15; Fortitude 16, Reflex 13, Will 13 Perception +1 Speed 4 Darkvision Immune disease, poison STANDARD ACTIONS m Slam * At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 7 damage. TRIGGERED ACTIONS Deathless Hunger * Encounter

Trigger: The zombie is reduced to 0 hit points, but not by a critical hit.

Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point. Str 17 (+4) Dex 7 (-1) Wis 8 (+0) Con 14 (+3) Int 1 (-4) Cha 3 (-3) Alignment unaligned Languages –

P2: CHAMBER OF RATS 16 Charnel Rats (R) Level 7 Minion Skirmisher Small natural beast XP 75 HP 1; a missed attack never damages a minion Initiative +8 AC 21; Fortitude 18, Reflex 21, Will 20 Perception +4 Speed 6, climb 3 Low- light vision TRAITS

Aura of Rot * Aura 1 An enemy that starts its turn adjacent to a charnel rat takes 3 damage. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. Str 15 (+5) Dex 20 (+8) Wis 13 (+4) Con 15 (+5) Int 4 (+0) Cha 6 (+1) Alignment evil Languages –

Boneslide Level 7 Lurker

Attack

Standard Action Close blast 2 Targets: Creatures in blast Attack: +10 vs. Reflex Hit: 2d8 + 6 damage and immobilized (save ends). Miss: Half damage. Sustain Standard: The boneslide continues for four rounds. The blast area is difficult terrain during and after the hazard.

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P3: THE BRIDGE 2 Harpies (H) Level 6 Controller Medium fey humanoid XP 250 HP 71; Bloodied 35 Initiative +5 AC 20; Fortitude 17, Reflex 17, Will 19 Perception +5 Speed 6, fly 8 (clumsy) Resist 10 thunder STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d8 + 6 damage.

C Alluring Song (charm) * At-Will Attack: Close burst 10 (one creature); +9 vs. Will Hit: The target is pulled 3 squares and immobilized (save ends). Sustain Minor: Any target that has not yet saved against the effect is pulled 3 squares and immobilized (save ends). Special: Deafened creatures are immune.

C Deadly Screech (thunder) * Recharge 5 6

Attack: Close burst 4 (creatures in burst); +9 vs. Fortitude Hit: 1d8 + 4 thunder damage, and the target is dazed (save ends). Skills Stealth +10 Str 15 (+5) Dex 15 (+5) Wis 14 (+5) Con 15 (+5) Int 10 (+3) Cha 19 (+7) Alignment evil Languages Common

3 Sahuagin Raiders (S) Level 6 Soldier Medium natural humanoid (aquatic) XP 250 HP 70; Bloodied 35 Initiative +7 AC 21; Fortitude 19, Reflex 16, Will 15 Perception +4 Speed 6, swim 6 Low-light vision TRAITS Aquatic The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Blood Frenzy

Against bloodied enemies, the sahuagin gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. STANDARD ACTIONS m Trident (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage, and the sahuagin marks the target until the end of the sahuagin’s next turn.

R Thrown Trident (weapon) * At-Will Attack: Ranged 3/6 (one creature); +11 vs. AC Hit: 2d8 + 5 damage. TRIGGERED ACTIONS M Opportunistic Strike (weapon) * At-Will Trigger: An enemy flanked by the sahuagin shifts. Effect (Immediate Interrupt): The sahuagin makes a melee basic attack against the triggering enemy. Str 20 (+8) Dex 14 (+5) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 10 (+3) Alignment chaotic evil Languages Abyssal Equipment trident

Sahuagin Priest (P) Level 8 Artillery Medium natural humanoid (aquatic) XP 350 HP 70; Bloodied 35 Initiative +8 AC 22; Fortitude 19, Reflex 20, Will 21 Perception +9 Speed 6, swim 8 Low-light vision TRAITS Aquatic The sahuagin can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Blood Frenzy Against bloodied enemies, the sahuagin gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. STANDARD ACTIONS m Trident (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 5 damage.

r Thrown Trident (weapon) * At-Will Attack: Ranged 3/6 (one creature); +13 vs. AC Hit: 2d8 + 5 damage.

R Water Bolt * At-Will Attack: Ranged 10 or 20 underwater (one creature); +15 vs. AC Hit: 2d8 + 7 damage, or 3d8 + 7 damage underwater.

R Spectral Jaws * Recharge when a creature saves against this power Attack: Ranged 20 (one creature); +13 vs. Will Hit: 4d6 + 5 damage, and the target takes ongoing 5 damage and a -2 penalty to all defenses (save ends both). Miss: Half damage, and ongoing 5 damage (save ends): Skills Initimidate +12 Str 16 (+7) Dex 18 (+8) Wis 20 (+9) Con 16 (+7) Int 12 (+5) Cha 16 (+7) Alignment chaotic evil Languages Abyssal, Common Equipment trident, holy symbol, kelp robe

P4: THE BEAST IN THE PIT Pivoting Floor and Wall (T) Level 7 Obstacle

Attack

Immediate Interrupt Close blast 4 Targets: Creatures in blast (trapped area marked on map) Effect: The wall and floor pivot at an amazing rate of speed, hurling creatures from the floor onto the slick wall and down the chute, dealing 2d6 +4 damage. A DC 25 Athletics check halts a slide in one of the last two rows of squares before the pit, otherwise the character falls into the 10-foot-deep pit and takes another 1d10 damage. When the new floor snaps into place, six charnel rats are scattered atop it, drawn up from the space beneath the floor where the rats swarm and the trap pivots. Special: This trap activates as described above each time a character crosses the trapped squares.

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16 Charnel Rats (R) Level 7 Minion Skirmisher Small natural beast XP 75 HP 1; a missed attack never damages a minion Initiative +8 AC 21; Fortitude 18, Reflex 21, Will 20 Perception +4 Speed 6, climb 3 Low- light vision TRAITS

Aura of Rot * Aura 1 An enemy that starts its turn adjacent to a charnel rat takes 3 damage. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. Str 15 (+5) Dex 20 (+8) Wis 13 (+4) Con 15 (+5) Int 4 (+0) Cha 6 (+1) Alignment evil Languages –

Charnel Lord, Unique Otyugh (C) Level 10 Elite Soldier Large natural beast XP 1,000 HP 212; Bloodied 106 Initiative +7 AC 26; Fortitude 27, Reflex 21, Will 24 Perception +13 Speed 5, swim 5 Darkvision Resist 5 necrotic Saving Throws +2; Action Points 1 TRAITS

Otyugh Stench * Aura 1 Living enemies in the aura take a -2 penalty to attack rolls while in the aura. STANDARD ACTIONS m Charnel Lash (necrotic) * At-Will Attack: Melee 3 (one creature); +15 vs. AC Hit: 1d8 + 8 damage, and ongoing 5 necrotic damage (save ends). The otyugh pulls the target up to 2 squares and grabs it (escape DC 18).

M Rotting Bite (disease, necrotic) * At-Will Attack: Melee 1 (one creature); +15 vs. AC

Hit: 2d12 + 6 necrotic damage, and ongoing 5 necrotic damage (save ends). In addition, at the end of the encounter, the target makes a saving throw. On a failure, the target contracts greater otyugh filth fever (stage 1).

M Charnel Frency (necrotic) * Recharge 5 6

Attack: Melee 3 (one creature grabbed by the otyugh); +13 vs. Fortitude Hit: 1d8 + 8 damage, and ongoing 5 necrotic damage (save ends). MINOR ACTIONS M Life Leech (healing, necrotic) * At-Will (1/round)

Attack: Melee 3 (one creature grabbed by the otyugh); +13 vs. Fortitude Hit: 10 necrotic damage, and the otyugh regains 5 hit points. Skills Stealth +10 Str 22 (+11) Dex 11 (+5) Wis 16 (+8) Con 18 (+9) Int 6 (+3) Cha 5 (+2) Alignment evil Languages –

P5: FLOODED CHAMBER 2 Blackscale Bruisers (B) Level 6 Brute Large natural humanoid (reptile), lizardfolk XP 250 HP 86; Bloodied 43 Initiative +6 AC 18, Fortitude 19, Reflex 16, Will 16 Perception +4 Speed 8 (swamp walk) STANDARD ACTIONS m Greatclub (weapon) * At-Will Attack: Melee 2 (one creature); +11 vs. AC Hit: 2d10 + 6 damage, and the bruiser can push the target 1 square. MINOR ACTIONS m Feral Bite * At-Will Requirement: The bruiser must be bloodied. Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d6 + 4 damage.

TRIGGERED ACTIONS C Tail Swipe * Recharge when first bloodied

Trigger: The bruiser takes damage from an enemy Attack (Immediate Reaction): Close blast 2 (creatures in blast); +9 vs. Reflex Hit: 2d8 + 6 damage, and the target falls prone. Skills Athletics +14 Str 22 (+9) Dex 16 (+6) Wis 12 (+4) Con 16 (+6) Int 5 (+0) Cha 6 (+1) Alignment unaligned Languages Draconic Equipment greatclub

2 Greenscale Hunters (H) Level 4 Elite Skirmisher Medium natural humanoid (reptile), lizardfolk XP 350 HP 108; Bloodied 54 Initiative +6 AC 18, Fortitude 17, Reflex 16, Will 15 Perception +8 Speed 6 (swamp walk) STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d8 + 6 damage, and the greenscale hunter shifts 1 square.

M Doublestrike (weapon) * At-Will The greenscale hunter makes two spear attacks. MINOR ACTIONS m Feral Tail Lash * At-Will Requirement: The bruiser must be bloodied. Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d6 damage, and the hunter can shift 1 square. Skills Athletics +10, Nature +12 Str 17 (+5) Dex 15 (+4) Wis 12 (+3) Con 14 (+4) Int 8 (+1) Cha 8 (+1) Alignment unaligned Languages Draconic Equipment light shield, spear

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Greenscale Marsh Mystic (M) Level 6 Controller (Leader) Medium natural humanoid (reptile), lizardfolk XP 250 HP 70; Bloodied 35 Initiative +4 AC 20, Fortitude 17, Reflex 16, Will 19 Perception +7 Speed 6 (swamp walk) STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage.

A Bog Cloud (poison) * Recharge 5 6

Attack: Area burst 2 within 5 (creatures in the burst); +9 vs. Fortitude Hit: 2d6 + 7 poison damage, and the target is dazed until the end of the mystic's next turn. Miss: The target grants combat advantage until the end of the mystic's next turn,

A Swamp’s Grasp (zone) * Encounter

Attack: Area burst 2 within 5 (enemies in the burst); -1-9 vs. Reflex Hit: 2d6 + 4 damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of difficult terrain until the end of the encounter. The zone does not affect creatures that have swamp walk. MINOR ACTIONS m Feral Tail Lash * At-Will Requirement: The mystic must be bloodied. Attack: Melee 1 (one creature); +9 vs. Reflex Hit: 1d6 damage, and the target is slowed until the end of the mystic’s next turn. Skills Athletics +10, Nature +12, Stealth +9 Str 15 (+5) Dex 13 (+4) Wis 19 (+7) Con 14 (+5) Int 10 (+3) Cha 12 (+4) Alignment evil Languages Draconic Equipment spear, bone breastplate

Water Pipe (T) Level 7 Obstacle

Attack

Immediate Interrupt Melee Targets: Creatures entering a trap space or starting their turn adjacent to a trap space. Attack: +10 vs. Fortitude Hit: 1d10 + 7 damage, and the target is dazed (save ends). The target is sucked into the pipe and expelled an instant later from a random pipe in the chamber (roll 1d4). The target can choose which square within the trap to occupy upon emerging.

C1: HEDGE MAZE Arborean Watcher (W) Level 7 Lurker Medium natural humanoid (plant) XP 300 HP 65; Bloodied 32 Initiative +10 AC 21, Fortitude 19, Reflex 20, Will 18 Perception +10 Speed 7 Vulnerable 5 fire (pushed 1 square when it takes fire damage). TRAITS Combat Advantage When the arborean watcher has combat advantage, its melee attacks deal 2d6 extra damage on a hit.

STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d6 + 8 damage.

C Vine Plague * Encounter

Attack: Close burst 2 (creatures in burst); +10 vs. Reflex Hit: 2d6 + 2 damage, and the target is immobilized (save ends). MINOR ACTIONS Arborean Veil (illusion) * At-Will Effect: If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn. Skills Athletics +10, Stealth +11 Str 14 (+5) Dex 17 (+6) Wis 15 (+5) Con 17 (+6) Int 11 (+3) Cha 12 (+4) Alignment evil Languages Common, Elven Equipment robes, short sword

Arborean Reapers (R) Level 7 Soldier Medium natural humanoid (plant) XP 300 HP 81; Bloodied 40 Initiative +6 AC 23, Fortitude 20, Reflex 18, Will 19 Perception +5 Speed 6 Vulnerable 5 fire (pushed 1 square when it takes fire damage). STANDARD ACTIONS m Scythe (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the target is marked until the end of the arborean reaper’s next turn.

C Needle Volley (poison) * Encounter

Attack: Close blast 3 (creatures in blast); +10 vs. Fortitude Hit: 2d8 + 5 damage, and the target is slowed (save ends). Skills Nature +10 Str 15 (+5) Dex 13 (+4) Wis 14 (+5) Con 17 (+6) Int 9 (+2) Cha 11 (+3) Alignment evil Languages Common, Elven Equipment blood stained robes, scythe

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Howling Hag (H) Level 7 Controller Medium fey humanoid XP 300 HP 83; Bloodied 42 Initiative +7 AC 21; Fortitude 20; Reflex 19; Will 18 Perception +10 Speed 6 Low-Light Vision Resist 10 thunder TRAITS

Baleful Whispers (psychic) * Aura 5

An enemy that ends its turn in the aura takes 1d6 psychic damage. STANDARD ACTIONS m Quarterstaff (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d6 + 3 damage.

C Howl (thunder) * At-Will Attack: Close blast 5 (creatures in blast); +10 vs. Fortitude Hit: 2d6 + 2 thunder damage, and the target is pushed 3 squares.

C Shriek of Pain (thunder) * Recharge when first bloodied

Attack: Close blast 5 (creatures in blast); +10 vs. Fortitude Hit: 3d6 + 8 thunder damage, or 3d8+9 thunder damage if the howling hag is bloodied. Miss: Half damage.. MOVE ACTIONS Fey Step (teleportation) • Encounter

Effect: The howling hag can teleport 10 squares. MINOR ACTIONS Change Shape (polymorph) • At-Will Effect: A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (see Change Shape in glossary). Skills Bluff +11, Insight +10, Intimidate +11, Nature +10 Str 18 (+7) Dex 18 (+7) Wis 15 (+5) Con 19 (+7) Int 12 (+4) Cha 16 (+6) Alignment evil Languages Common, Elven Equipment quarterstaff

Dire Boar (B) Level 6 Brute Large natural beast (mount) XP 250 HP 85; Bloodied 43 Initiative +3 AC 17; Fortitude 21; Reflex 17; Will 16 Perception +2 Speed 8 TRAITS Furious Charge Whenever a dire boar charges and hits, it deals 5 extra damage, pushes the target 2 squares, and knocks the target prone. STANDARD ACTIONS m Gore * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d12 + 7 damage, or 2d12 + 5 damage against a prone target. TRIGGERED ACTIONS M Rabid Charger (mount) • At-Will Trigger: The dire boar has a friendly rider of 6th level or higher mounted on it, and the rider hits with a charge attack. Effect (Free Action): The dire boar uses gore. Death Strike Trigger: The dire boar drops to 0 hit points. Effect (No Action): The dire boar uses gore. Str 19 (+7) Dex 10 (+3) Wis 9 (+2) Con 15 (+5) Int 2 (–1) Cha 8 (+2) Alignment unaligned Languages —

C2: THE WELL 3 Shambling Mounds (M) Level 9 Brute Large natural animate (plant) XP 400 HP 100; Bloodied 50 Initiative +5 AC 21, Fortitude 23, Reflex 18, Will 17 Perception +4 Speed 4 (swamp walk) Darkvision Immune lightning TRAITS Regeneration

The shambling mound regains 5 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS m Tendrils * At-Will Attack: Melee 2 (one creature); +14 vs. AC Hit: 2d8 + 6 damage.

M Enveloping Double Attack (healing) * At-Will Effect: The shambling mound uses tendrils twice. If both attacks hit the same target, the shambling mound makes a secondary attack against the target. Secondary Attack: +12 vs. Fortitude Requirement: The shambling mound must not have two creatures removed from play. Hit: The shambling mound pulls the target into its space, and the target is removed from play (save ends). While the target is removed from play, at the start of each of the shambling mound’s turns the target takes 10 damage and the shambling mound regains 10 hit points. When the target saves, it reappears in a square of its choice adjacent to the shambling mound. TRIGGERED ACTIONS Lightning Affinity (healing) * At-Will Trigger: A lightning effect deals damage to the shambling mound. Effect (Immediate Reaction): The shambling mound regains 10 hit points. Skills Stealth +10 Str 22 (+10) Dex 12 (+5) Wis 10 (+4) Con 20 (+9) Int 5 (+1) Cha 10 (+4) Alignment unaligned Languages –

Arborean Reaper (R) Level 7 Soldier Medium natural humanoid (plant) XP 300 HP 81; Bloodied 40 Initiative +6 AC 23, Fortitude 20, Reflex 18, Will 19 Perception +5 Speed 6 Vulnerable 5 fire (pushed 1 square when it takes fire damage). STANDARD ACTIONS

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m Scythe (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the target is marked until the end of the arborean reaper’s next turn.

C Needle Volley (poison) * Encounter

Attack: Close blast 3 (creatures in blast); +10 vs. Fortitude Hit: 2d8 + 5 damage, and the target is slowed (save ends). Skills Nature +10 Str 15 (+5) Dex 13 (+4) Wis 14 (+5) Con 17 (+6) Int 9 (+2) Cha 11 (+3) Alignment evil Languages Common, Elven Equipment blood stained robes, scythe

Satyr Piper (S) Level 8 Controller (Leader) Medium fey humanoid XP 350 HP 86; Bloodied 43 Initiative +8 AC 22, Fortitude 18, Reflex 20, Will 21 Perception +10 Speed 6 Low-light vision STANDARD ACTIONS m Gore * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 8 damage, and the target falls prone.

r Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +13 vs. AC Hit: 1d10 + 10 damage.

C Wooden Pipes (charm) * At-Will Effect: The satyr uses one power chosen from the list below. Dazing Melody: Close burst 5 (nondeafened enemies in the burst); +11 vs. Will; The target is dazed until the end of the satyr’s next turn. Feral Overture: Close burst 5 (nondeafened allies in the burst); The target gains a +1 bonus to attack rolls and a +2 bonus to damage rolls until the end of the satyr’s next turn. Leaping Stag Dance: Close burst 5 (nondeafened allies in the burst); The target can shift 2 squares as a free action. Song of Freedom: Close burst 5 (nondeafened allies in the burst); The target can make a saving throw against one effect

that a save can end. Skills Bluff +14, Nature +10, Stealth +13 Str 10 (+4) Dex 18 (+8) Wis 13 (+5) Con 14 (+6) Int 13 (+5) Cha 20 (+9) Alignment unaligned Languages Common, Elven Equipment longbow, quiver of 30 arrows, wooden pipes

C3: THE BLACK MEADOW Ettercap Fang Guard (F) Level 4 Soldier Medium natural humanoid (spider) XP 175 HP 56; Bloodied 28 Initiative +6 AC 20, Fortitude 17, Reflex 16, Will 15 Perception +3 Speed 5, climb 5 (spider climb) Resist 10 poison TRAITS Webreaper The ettercap fang guard gains a +2 bonus to attack rolls and deals an extra 2 damage against restrained or immobilized creatures. Webwalker An ettercap ignores movement effects of spider webs and difficult terrain related to spider swarms. STANDARD ACTIONS m Greataxe (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d12 + 5 damage (critical 1d12 + 9 damage).

M Spider Bite (poison) * At-Will Requirements: Ettercap must have combat advantage. Attack: +9 vs. AC Hit: 1d8 + 5 damage. If the attack hits, the ettercap makes a secondary attack against the same target. Secondary Attack: +7 vs. Fortitude Hit: The target is stunned until the end of the ettercap’s next turn and takes ongoing 5 poison damage (save ends).

M Web Tangle * At-Will Attack: Melee 1 (one creature); +7 vs. Reflex Hit: The target is immobilized (save ends). Skills Stealth +9 Str 16 (+5) Dex 14 (+4) Wis 13 (+3) Con 16 (+5) Int 5 (-1) Cha 11 (+2) Alignment unaligned Languages – Equipment leather armor, greataxe

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Arborean Watcher (W) Level 7 Lurker Medium natural humanoid (plant) XP 300 HP 65; Bloodied 32 Initiative +10 AC 21, Fortitude 19, Reflex 20, Will 18 Perception +10 Speed 7 Vulnerable 5 fire (pushed 1 square when it takes fire damage). TRAITS Combat Advantage When the arborean watcher has combat advantage, its melee attacks deal 2d6 extra damage on a hit. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d6 + 8 damage.

C Vine Plague * Encounter

Attack: Close burst 2 (creatures in burst); +10 vs. Reflex Hit: 2d6 + 2 damage, and the target is immobilized (save ends). MINOR ACTIONS Arborean Veil (illusion) * At-Will Effect: If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn. Skills Athletics +10, Stealth +11 Str 14 (+5) Dex 17 (+6) Wis 15 (+5) Con 17 (+6) Int 11 (+3) Cha 12 (+4) Alignment evil Languages Common, Elven Equipment robes, short sword

Ettercap Webspinner (E) Level 5 Controller Medium natural humanoid (spider) XP 200 HP 64; Bloodied 32 Initiative +4 AC 18, Fortitude 17, Reflex 16, Will 16 Perception +9 Speed 5, climb 5 (spider climb) Resist 10 poison TRAITS Webwalker An ettercap ignores movement effects of spider webs and difficult terrain related to spider swarms.

STANDARD ACTIONS m Longspear (weapon) * At-Will Attack: Melee 2 (one creature); +10 vs. AC Hit: 2d10 + 2 damage.

M Spider Bite (poison) * At-Will Requirements: Ettercap must have combat advantage. Attack: +10 vs. AC Hit: 1d8 + 6 damage. If the attack hits, the ettercap makes a secondary attack against the same target. Secondary Attack: +8 vs. Fortitude Hit: The target takes ongoing 5 poison damage (save ends).

A Webbed Terrain (zone) * Recharge 6

Attack: Area burst 2 within 10 (creatures in burst); +8 vs. Reflex Hit: The target is immobilized (save ends). Effect: The zone is filled with spider webs and is considered difficult terrain until the end of the encounter. MINOR ACTIONS R Web Net * At-Will (1/round)

Attack: Ranged 5 (one creature); +8 vs. Reflex Hit: The target is restrained (save ends). Skills Stealth +9 Str 16 (+5) Dex 14 (+4) Wis 15 (+4) Con 16 (+5) Int 5 (-1) Cha 13 (+3) Alignment unaligned Languages – Equipment leather armor, longspear

C4: TEMPLE OF VERDANT RAGE Arborean Plant Terror (T) Level 11 Elite Brute Large natural animate (plant) XP 1,200 HP 286; Bloodied 143 Initiative +7 AC 23; Fortitude 25; Reflex 21; Will 23 Perception +9 Speed 5 Vulnerable 5 fire (pushed 1 square when it takes fire damage) TRAITS Blood Devourer

When a plant terror damages a bloodied foe with a melee attack, it regains 10 hit points.

Gnarled Roots * Aura 1

The area adjacent to the plant terror is difficult terrain. Vicious Opportunist The plant terror gains a +2 bonus to attack rolls and a +5 bonus to damage when it makes opportunity attacks. Threatening Reach The plant terror can make opportunity attacks against all enemies within its reach (2 squares). STANDARD ACTIONS

m Vine * At-Will

Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 11 damage, and the target slides 1 square.

M Vine Flurry * At-Will

Effect: The plant terror makes two basic attacks, one each against two different targets. Str 22 (+11) Dex 14 (+7) Wis 18 (+9) Con 23 (+11) Int 11 (+5) Cha 19 (+9) Alignment evil Languages —

Arborean Speaker (S) Level 10 Controller (Leader) Medium natural humanoid (plant) XP 500 HP 109; Bloodied 55 Initiative +8 AC 24; Fortitude 23; Reflex 21; Will 23 Perception +5 Speed 6 Vulnerable 5 fire (pushed 1 square when it takes fire damage) TRAITS

Poison Spores (poison) * Aura 5

Enemies that enter or start their turns in the aura take 5 poison damage. STANDARD ACTIONS m Scythe (poison, weapon) * At-Will

Attack: Melee 1 (one creature);+15 vs. AC Hit: 2d10 + 2 damage, and ongoing 5 poison damage and the target is slowed (save ends both).

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C Invigorating Spores * At-Will

Effect: Close burst 5; allies within burst regain 5 hit points and immediately shift 3 squares.

C Choking Spores (poison) * Recharge 5 6

Attack: Close burst 5 (enemies in burst); +15 vs. AC Hit: 2d6 + 6 poison damage and are dazed and take ongoing 5 poison damage (save ends both). Skills Diplomacy +13, Insight +15, Nature +15 Str 16 (+8) Dex 17 (+8) Wis 20 (+10) Con 21 (+10) Int 14 (+7) Cha 17 (+8) Alignment evil Languages Common, Elven Equipment robes, scythe

Cave Bear (B) Level 6 Elite Brute Medium natural beast XP 500 HP 170; Bloodied 85 Initiative +4 AC 20; Fortitude 21; Reflex 17; Will 18 Perception +5 Speed 8 Darkvision Saving Throws +2; Action Points 1 STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 damage.

C Cave Bear Frenzy * Recharge 5 6

Attack: Close burst 1 (enemies in burst); +11 vs. AC Hit: 2d8 + 5 damage. Str 20 (+8) Dex 13 (+4) Wis 14 (+5) Con 15 (+5) Int 2 (–1) Cha 12 (+4) Alignment unaligned Languages —

C5: VINES OF DEATH Arborean Watcher (W) Level 7 Lurker Medium natural humanoid (plant) XP 300 HP 65; Bloodied 32 Initiative +10 AC 21, Fortitude 19, Reflex 20, Will 18 Perception +10 Speed 7 Vulnerable 5 fire (pushed 1 square when it takes fire damage). TRAITS Combat Advantage When the arborean watcher has combat advantage, its melee attacks deal 2d6 extra damage on a hit. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d6 + 8 damage.

C Vine Plague * Encounter

Attack: Close burst 2 (creatures in burst); +10 vs. Reflex Hit: 2d6 + 2 damage, and the target is immobilized (save ends). MINOR ACTIONS Arborean Veil (illusion) * At-Will Effect: If no enemy is within 3 squares, the arborean watcher gains invisibility until the end of its next turn. Skills Athletics +10, Stealth +11 Str 14 (+5) Dex 17 (+6) Wis 15 (+5) Con 17 (+6) Int 11 (+3) Cha 12 (+4) Alignment evil Languages Common, Elven Equipment robes, short sword

2 Arborean Reapers (R) Level 7 Soldier Medium natural humanoid (plant) XP 300 HP 81; Bloodied 40 Initiative +6 AC 23, Fortitude 20, Reflex 18, Will 19 Perception +5 Speed 6 Vulnerable 5 fire (pushed 1 square when it takes fire damage). STANDARD ACTIONS m Scythe (weapon) * At-Will

Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the target is marked until the end of the arborean reaper’s next turn.

C Needle Volley (poison) * Encounter

Attack: Close blast 3 (creatures in blast); +10 vs. Fortitude Hit: 2d8 + 5 damage, and the target is slowed (save ends). Skills Nature +10 Str 15 (+5) Dex 13 (+4) Wis 14 (+5) Con 17 (+6) Int 9 (+2) Cha 11 (+3) Alignment evil Languages Common, Elven Equipment blood stained robes, scythe

2 Quickling Runners (Q) Level 9 Skirmisher Small fey humanoid XP 400 HP 96; Bloodied 48 Initiative +13 AC 24; Fortitude 20; Reflex 24; Will 20 Perception +7 Speed 12, climb 6 Low-Light Vision STANDARD ACTIONS m Short Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d6 + 6 damage.

M Quick Cuts (weapon) * At-Will

Effect: The quickling moves its speed. At any two points during its move, the quickling makes a melee basic attack at a -2 penalty. The quickling cannot use this power while immobilized or slowed.

Fey Shift * Encounter

Effect: The quickling runner shifts 10 squares. MINOR ACTIONS Maintain Mobility * Recharge 4 5 6

Effect: An immobilized quickling runner is no longer immobilized. Skills Acrobatics +21, Bluff +9, Stealth +16 Str 9 (+3) Dex 24 (+11) Wis 17 (+7) Con 16 (+7) Int 14 (+6) Cha 10 (+4) Alignment evil Languages Elven

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Equipment short sword

G1: GUARD CHAMBER

3 Human Outlaws (O) Level 8 Soldier Medium natural humanoid (human) XP 350 HP 87; Bloodied 44 Initiative +8 AC 24; Fortitude 21; Reflex 20; Will 19 Perception +4 Speed 5 STANDARD ACTIONS m Halberd (weapon) * At-Will

Attack: Melee 2 (one creature); +13 vs. AC Hit: 2d10 + 5 damage, and the target is marked until the end of the outlaw's next turn.

M Pushback Strike (weapon) * Recharge 5 6

Requirements:: Halberd. Attack: Melee 2 (one creature); +13 vs. AC Hit: 2d10 + 9 damage, and the target is pushed 1 square and knocked prone.

R Crossbow (weapon) * At-Will

Attack: Ranged 15/30 (one creature); +11 vs. AC Hit: 2d8 + 3 damage. Str 16 (+7) Dex 14 (+6) Wis 11 (+4) Con 15 (+6) Int 10 (+4) Cha 12 (+5) Alignment unaligned Languages Common Equipment chainmail, halberd, crossbow, crossbow bolts (20)

2 Human Archers (A) Level 7 Artillery Medium natural humanoid (human) XP 300 HP 62; Bloodied 31 Initiative +6 AC 19; Fortitude 18; Reflex 19; Will 17 Perception +4 Speed 6 STANDARD ACTIONS m Club (weapon) * At-Will

Attack: +12 vs. AC

Hit: 2d6 + 4 damage.

r Crossbow (weapon) * At-Will

Attack: Ranged 15/30; +14 vs. AC Hit: 2d8 + 6 damage.

R Bullseye Bolt * Recharge 5 6

Attack: Ranged 15/30 (one creature); +14 vs. AC Hit: 3d8 + 5 damage and the target is dazed (save ends). Str 14 (+5) Dex 16 (+6) Wis 12 (+4) Con 14 (+5) Int 12 (+4) Cha 13 (+4) Alignment unaligned Languages Common Equipment club, crossbow, crossbow bolts (20)

Inferno Room/Teleport Hall Level 8 Blaster

Attack (Inferno Hall) Standard Action Area 4 squares by 4 squares (the entire hall) Targets: All creatures in area Attack: +11 vs. Reflex Hit: 4d8 + 6 fire damage. Attack (Teleport Hall) Standard Action Area 4 squares (the entire hall) Targets: All creatures in area Effect: Target is teleported to a random square in the inferno hall.

G2: CHAMBER OF DOORS Gharash Vren (G) Level 10 Soldier Medium natural humanoid XP 500 HP 101; Bloodied 51 Initiative +7 AC 27; Fortitude 22; Reflex 19; Will 22 Perception +5 Speed 5 STANDARD ACTIONS m Bastard Sword (weapon) * At-Will

Attack: Melee 1 (one creature); +15 vs. AC (+16 while bloodied) Hit: 2d10 + 7 damage.

M Viper's Strike (weapon) * At-Will

Attack: Melee 1 (one creature); +17 vs. AC (+18 while bloodied) Hit: 2d10 + 7 damage. If the target shifts before the end of Gharash Vren's next turn, it provokes an opportunity attack from an ally of Vren's choice.

M Sunder Armor (weapon) * Encounter

Attack: Melee 1 (one creature); +17 vs. AC (+18 while bloodied) Hit: 3d10 + 10 damage. Until the end of Gharash Vren's next turn, any attack roll against the target can score a critical hit on a roll of 18-20. MINOR ACTIONS C Inspiring Word (healing) * 2/Encounter

Effect: Close burst 5; Gharash Vren or one ally in burst; target spends a healing surge and regains an additional 2d6 hit points.

C Dragon Breath (fire) * Encounter

Attack: Close blast 3 (creatures in blast); +12 vs. Reflex (+13 while bloodied) Hit: 1d6 + 7 lightning damage. FREE ACTIONS Dwarven Armor (healing) * Daily

Effect: Gharash Vren regains 25 hit points. TRIGGERED ACTIONS Dragonborn Fury Trigger: Gharash Vren is bloodied. Effect: Gharash Vren as a dragonborn gains a +1 racial bonus to

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attack rolls while bloodied. Skills Athletics +15, History +7, Intimidate +15 Str 20 (+10) Dex 10 (+5) Wis 11 (+5) Con 13 (+6) Int 12 (+6) Cha 18 (+9) Alignment unaligned Languages Common, Draconic Equipment +3 dwarven chainmail, light shield, bastard sword

2 Human Archers (A) Level 7 Artillery Medium natural humanoid (human) XP 300 HP 62; Bloodied 31 Initiative +6 AC 19; Fortitude 18; Reflex 19; Will 17 Perception +4 Speed 6 STANDARD ACTIONS m Club (weapon) * At-Will

Attack: +12 vs. AC Hit: 2d6 + 4 damage.

r Crossbow (weapon) * At-Will

Attack: Ranged 15/30; +14 vs. AC Hit: 2d8 + 6 damage.

R Bullseye Bolt * Recharge 5 6

Attack: Ranged 15/30 (one creature); +14 vs. AC Hit: 3d8 + 5 damage and the target is dazed (save ends). Str 14 (+5) Dex 16 (+6) Wis 12 (+4) Con 14 (+5) Int 12 (+4) Cha 13 (+4) Alignment unaligned Languages Common Equipment club, crossbow, crossbow bolts (20)

8 Human Lackey (L) Level 7 Minion Brute Medium natural humanoid (human) XP 75 HP 1; a missed attack never damages a minion Initiative +3 AC 19; Fortitude 17; Reflex 14; Will 15 Perception +4 Speed 6 TRAITS Mob Rule A human lackey gains a +2 power bonus to all defenses while at least two other human lackeys are within 5 squares of it.

STANDARD ACTIONS m Club (weapon) * At-Will

Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. Str 16 (+6) Dex 11 (+3) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 13 (+4) Alignment any Languages Common Equipment leather armor, club

Frenzied Werewolf (W) Level 8 Solo Brute Medium natural humanoid (shapechanger) XP 1,750 HP 432; Bloodied 216 Initiative +7 AC 20; Fortitude 21; Reflex 20; Will 18 Perception +6 Speed 6 (8 in wolf form) Low-Light Vision Immune moon frenzy (see below) Saving Throws +5; Action Points 2 TRAITS Murderous Frenzy The werewolf gains 1 action point if it reduces a foe to 0 hit points. Regeneration The werewolf regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the werewolf takes damage from a silvered weapon, its regeneration does not function on its next turn. STANDARD ACTIONS m Claws * At-Will

Requirement: The werewolf must be in wolf or hybrid form. Attack: Melee 1 (one or two targets); +13 vs. AC Hit: 2d8 + 5 damage, or 3d8 + 7 against a bloodied target, and the target falls prone.

m Bite (disease) * At-Will

Requirement: The werewolf must be in wolf or hybrid form. Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 5 damage. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts werewolf moon frenzy (stage 1).

M Lycanthrope Fury * At-Will

Requirement: The werewolf must be in hybrid form. Effect: The werewolf uses claws and bite. Then the werewolf takes 5 damage. MINOR ACTIONS Change Shape (polymorph) * At-Will

Effect: The werewolf alters its physical form to appear as a Medium wolf, unique human, or hybrid. TRIGGERED ACTIONS Savage Rebuke * At-Will

Trigger: When hit by a melee attack. Effect (Immediate Reaction): The werewolf makes a bite attack. Skills Bluff +9, Insight +11, Intimidate +9, Nature +11 Str 21 (+9) Dex 16 (+7) Wis 14 (+6) Con 18 (+8) Int 10 (+4) Cha 11 (+4) Alignment evil Languages Common

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G3: INNER CHAMBERS Succubus (S) Level 9 Controller Medium immortal humanoid (devil, shapechanger) XP 400 HP 90; Bloodied 45 Initiative +8 AC 23; Fortitude 19; Reflex 21; Will 23 Perception +8 Speed 6, fly 6 Darkvision Resist 10 fire STANDARD ACTIONS

m Corrupting Touch * At-Will

Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d6 + 6 damage.

M Charming Kiss (charm) * At-Will

Attack: Melee 1 (one creature); +12 vs. Will Hit: The target cannot attack the succubus. The effect lasts until the succubus or one of its allies attacks the target, the succubus drops to 0 hit points, or the succubus uses this power again. If the target is affected by charming kiss at the end of the encounter, the effect lasts until the succubus fails to kiss the target during a 24-hour period. See also loyal consort.

R Dominate (charm) * At-Will

Attack: Ranged 5 (one creature); +12 vs. Will Hit: The target is dominated until the end of the succubus’s next turn. MINOR ACTIONS Change Shape (polymorph) * At-Will

Effect: The succubus alters its physical form to appear as a Medium humanoid until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the succubus must have seen that individual. Other creatures can make a DC 30 Insight check to discern that the form is a disguise. TRIGGERED ACTIONS Loyal Consort (charm) * At-Will

Trigger: A melee or a ranged attack targets the succubus while it is adjacent to a creature affected by its charming kiss. Effect (Immediate Interrupt): The triggering attack instead targets

the creature affected by the succubus's charming kiss. Skills Bluff +15, Diplomacy +15, Insight +13 Str 11 (+4) Dex 18 (+8) Wis 19 (+8) Con 10 (+4) Int 15 (+6) Cha 22 (+10) Alignment evil Languages Common, Supernal

Legion Devil Hellguard Level 11 Minion Soldier Medium immortal humanoid (devil) XP 150 HP 1; a missed attack never damages a minion Initiative +8 AC 27; Fortitude 24; Reflex 23; Will 21 Perception +6 Speed 6, teleport 3 Darkvision TRAITS Squad Defense The legion devil hellguard gains a +2 bonus to its AC when adjacent to at least one other legion devil. STANDARD ACTIONS

m Longsword (fire, weapon) * At-Will

Attack: Melee 1 (one creature); +16 vs. AC Hit: 9 damage, and the target takes 4 fire damage if it willingly moves during its next turn. Str 14 (+7) Dex 12 (+6) Wis 12 (+6) Con 14 (+7) Int 10 (+5) Cha 12 (+6) Alignment evil Languages Supernal Equipment longsword

H1: LIBRARY OF WHISPERS 2 Eater of Knowledge Voidblades (2) Level 6 Soldier Medium immortal humanoid XP 250 HP 70; Bloodied 35 Initiative +7 AC 22; Fortitude 17; Reflex 19; Will 18 Perception +7 Speed 5 Low-Light Vision Resist 5 psychic STANDARD ACTIONS m Scimitar (psychic, weapon) * At-Will

Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 psychic damage, and the target is marked until the end of the voidblade's next turn. A marked target takes 5 psychic damage if it makes an attack that does not include the voidblade.

C Psychic Scream (psychic) * Recharge 5 6

Attack: Close burst 1 (enemies in burst); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target is immobilized until the end of the voidblade's next turn. Skills Arcana +13, Dungeoneering +12, History +13, Nature +12, Religion +13 Str 16 (+6) Dex 14 (+5) Wis 18 (+7) Con 14 (+5) Int 20 (+8) Cha 14 (+5) Alignment evil Languages Supernal Equipment scimitar

2 Eater of Knowledge Thoughtbows (T) Level 7 Artillery Medium immortal humanoid XP 300 HP 64; Bloodied 32 Initiative +6 AC 19; Fortitude 18; Reflex 20; Will 19 Perception +12 Speed 7 Low-Light Vision Resist 5 psychic STANDARD ACTIONS m Scimitar (psychic, weapon) * At-Will

Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 2 psychic damage.

r Longbow (psychic, weapon) * At-Will

Attack: Ranged 20/40 (one creature); +14 vs. AC Hit: 2d10 + 4 psychic damage.

A Arrowstorm (psychic, weapon) * Recharge 5 6

Requirements: Longbow. Attack: Area burst 1 within 20 squares; (creatures in burst); +12 vs. Will Hit: 2d10 + 4 psychic damage, and the target is dazed (save ends). Skills Arcana +13, Dungeoneering +12, History +13, Nature +12, Religion +13

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Str 14 (+5) Dex 16 (+6) Wis 19 (+7) Con 16 (+6) Int 21 (+8) Cha 14 (+5) Alignment evil Languages Supernal Equipment scimitar, longbow, arrow x20

Eater of Knowledge Mindstrike Level 8 Elite Controller Medium immortal humanoid XP 700 HP 174; Bloodied 87 Initiative +7 AC 23; Fortitude 21; Reflex 23; Will 22 Perception +11 Speed 6 Low-Light Vision Resist 5 psychic Saving Throws +2; Action Points 1 TRAITS

Mindfield (psychic) * Aura 3

Enemies that enter or start their turn in the aura take 5 psychic damage and a -2 penalty to Will defense. STANDARD ACTIONS m Scimitar (psychic, weapon) * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 3 psychic damage.

C Mindsurge * At-Will

Effect: Close burst 10; each ally in surge can make a basic attack.

M Mindwrack (psychic, weapon) * Recharge 5 6

Requirements: Scimitar. Attack: Melee 1 (one creature); +13 vs. AC Hit: 3d8 + 7 psychic damage, and the target can only make basic attacks (save ends).

C Mindhowl (psychic) * Recharge 6

Attack: Close burst 2 (enemies in burst); +11 vs. Will Hit: 3d8 + 7 psychic damage, and the target is dazed (save ends). Skills Arcana +15, Dungeoneering +14, History +15, Insight +14, Nature +14, Religion +15 Str 19 (+8) Dex 16 (+7) Wis 21 (+9) Con 15 (+6) Int 23 (+10) Cha 16 (+7) Alignment evil Languages Supernal

H2: THE HERMITAGE Arat Karavakos Level 10 Elite Artillery Medium natural humanoid XP 1 000 HP 156; Bloodied 78 Initiative +7 AC 22; Fortitude 20; Reflex 24; Will 21 Perception +7 Speed 6 Low-Light Vision Resist 10 fire Saving Throws +2; Action Points 1 TRAITS Bloodhunt A tiefling gains a +1 racial bonus to attack rolls against bloodied foes. STANDARD ACTIONS r Magic Missile (force, implement) * At-Will

Attack: Ranged 20 (one creature) Hit: 10 force damage.

C Thunderwave (thunder, implement) * At-Will

Attack: Close burst 3 (creatures in burst); +15 vs. Fortitude Hit: 2d8 + 9 thunder damage, and the target is pushed 2 square.

R Lightning Bolt (implement, lightning) * Recharge 5 6

Attack: Ranged 10 (targets 1 primary creature in range and 2 secondary targets within 10 squares of the primary target); +15 vs. Reflex Hit: 3d6 + 12 lightning damage to primary target, 2d6+12 lightning damage to secondary targets.

R Mordenkalnen's Sword (conjuration, force, implement) * Daily Attack: Ranged 10 (one creature); +15 vs. Reflex Hit: 3d10 + 6 force damage. Sustain minor: Sword attacks again. Move action: Move the sword to a new target within range.

Second Wind (healing) * Encounter

Effect: Arat Karavakos spends a healing surge and regains 39 hit points. He gains a +2 bonus to all defenses until the start of his next turn. MOVE ACTIONS

Dimension Door * Recharge 6

Effect: Teleport 10. MINOR ACTIONS Infernal Wrath * Encounter

Effect: The tiefling’s next attack against a target that hit him since his last turn gains a +1 power bonus to the attack roll and pushes the target 1 square if it hits. FREE ACTIONS Staff of Storms (lightning, thunder) * Daily

Effect: After resolving a power that has the lightning or thunder keyword, the staff deals 1d8 lightning and thunder damage to every creature in a close blast 3. Skills Arcana +15, Bluff +9, Stealth +9 Str 10 (+5) Dex 14 (+7) Wis 14 (+7) Con 12 (+6) Int 20 (+10) Cha 14 (+7) Alignment unaligned Languages Common, Draconic Equipment staff of storms +2

3 Eater of Knowledge Voidblades (2) Level 6 Soldier Medium immortal humanoid XP 250 HP 70; Bloodied 35 Initiative +7 AC 22; Fortitude 17; Reflex 19; Will 18 Perception +7 Speed 5 Low-Light Vision Resist 5 psychic STANDARD ACTIONS m Scimitar (psychic, weapon) * At-Will

Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 psychic damage, and the target is marked until the end of the voidblade's next turn. A marked target takes 5 psychic damage if it makes an attack that does not include the voidblade.

C Psychic Scream (psychic) * Recharge 5 6

Attack: Close burst 1 (enemies in burst); +9 vs. Will Hit: 2d8 + 5 psychic damage, and the target is immobilized until the end of the voidblade's next turn. Skills Arcana +13, Dungeoneering +12, History +13, Nature

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+12, Religion +13 Str 16 (+6) Dex 14 (+5) Wis 18 (+7) Con 14 (+5) Int 20 (+8) Cha 14 (+5) Alignment evil Languages Supernal Equipment scimitar

Glyph of Ioun Level 7 Warder

Attack

Immediate Reaction Close burst 1 Targets: Creatures in burst Attack: +10 vs. Reflex Hit: 2d6 + 4 psychic damage, and the target is dazed (save ends). Effect: The burst becomes an aura around the statue. A creature that enters or starts its turn in the aura is subject to the attack. The size of the aura increases by 1 square each round (to a close burst 2 on the second round, a close burst 3 on the third round, and so on).

S1: THE ICE CHAMBER 4 Chillborn Zombies (Z) Level 6 Soldier Medium natural animate (undead) XP 250 HP 71; Bloodied 36 Initiative +5 AC 22; Fortitude 20; Reflex 16; Will 16 Perception +3 Speed 4 Darkvision Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant TRAITS

Chillborn Aura (cold) * Aura 2

Any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage. Ice Reaper (cold) The chillborn zombie deals +5 cold damage to an immobilized creature. STANDARD ACTIONS

m Slam (cold) * At-Will

Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d8 + 6 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends). TRIGGERED ACTIONS C Death Burst (cold)

Trigger: When reduced to 0 hit points. Attack: Close burst 1 (creatures in burst); +9 vs. Fortitude Hit: 2d8 + 5 cold damage, and the target is slowed (save ends). Str 19 (+7) Dex 10 (+3) Wis 10 (+3) Con 15 (+5) Int 2 (–1) Cha 6 (+1) Alignment unaligned Languages —

Mezzodemon (M) Level 11 Soldier Medium elemental humanoid (demon) XP 600 HP 113; Bloodied 57 Initiative +9 AC 27; Fortitude 25; Reflex 22; Will 23 Perception +13 Speed 6 Darkvision Resist 20 poison STANDARD ACTIONS m Trident (weapon) * At-Will

Requirements: Requires trident. Attack: Melee 2 (one creature); +16 vs. AC Hit: 2d8 + 5 damage.

M Skewering Tines (weapon) * At-Will

Attack: Melee 2 (one creature); +16 vs. AC Hit: 2d8 + 5 damage, ongoing 5 damage and the target is restrained (save ends both). While the target is restrained, the mezzodemon can't make trident attacks.

C Poison Breath (poison) * Recharge 5 6

Attack: Close blast 3 (enemies in blast); +14 vs. Fortitude Hit: 2d6 + 7 poison damage, and ongoing 5 poison damage (save ends). TRIGGERED ACTIONS Variable Resistance * 2/Encounter

Trigger: The mezzodemon takes acid, cold, fire, lightning, or thunder damage. Effect (Free Action): The mezzodemon gains resist 10 to the triggering damage type until the end of the encounter or until it uses variable resistance again. Skills Intimidate +11 Str 20 (+10) Dex 15 (+7) Wis 16 (+8) Con 17 (+8) Int 10 (+5) Cha 13 (+6) Alignment chaotic evil Languages Abyssal Equipment trident

Frigid Aura Level 3 Obstacle

Attack Standard Action Area special; the outer chamber, and if the doors are opened, the hall and the inner chamber. Targets: All creatures in rooms affected by the aura Attack: +6 vs. Fortitude Hit: 1d6 + 5 cold damage, and the target is slowed (save ends). Miss: Half damage, but not slowed.

S2: AMBUSH HALL 2 Dark Creepers (D) Level 4 Skirmisher Small shadow humanoid XP 175 HP 54; Bloodied 27 Initiative +8 AC 18; Fortitude 15; Reflex 17; Will 15 Perception +4 Speed 6 Darkvision TRAITS Combat Advantage The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1(one creature); +9 vs. AC

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Hit: 1d4 + 7 damage.

R Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +9 vs. AC Hit: 1d4 + 7 damage. MOVE ACTIONS Dark Step * At-Will

Effect: The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. TRIGGERED ACTIONS C Killing Dark

Trigger: When reduced to 0 hit points. Effect: Close burst 1 (enemies in burst); each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness. Skills Stealth +11, Thievery +11 Str 11 (+2) Dex 18 (+6) Wis 14 (+4) Con 14 (+4) Int 13 (+3) Cha 13 (+3) Alignment unaligned Languages Common Equipment black garments, dagger x5

Flameskull (F) Level 8 Artillery Small natural animate (undead) XP 350 HP 70; Bloodied 35 Initiative +7 AC 21; Fortitude 18; Reflex 23; Will 21 Perception +11 Speed 0, fly 10 (hover) Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant TRAITS Illumination The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action. Regeneration The flameskull regains 5 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS

m Fiery Bite (fire) * At-Will

Attack: Melee 0 (one creature); +13 vs. AC Hit: 1d6 + 4 damage, plus 1d8 fire damage.

R Flame Ray (fire) * At-Will

Attack: Ranged 10 (one creature); +13 vs. Reflex Hit: 2d8 + 8 fire damage.

A Fireball (fire) * Encounter

Attack: Area burst 3 within 20 (creatures in burst); +13 vs. Reflex Hit: 3d6 + 10 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect. MINOR ACTIONS Mage Hand (conjuration) * At-Will

Effect: As the wizard power mage hand. Skills Stealth +12 Str 5 (+1) Dex 16 (+7) Wis 14 (+6) Con 16 (+7) Int 22 (+10) Cha 20 (+9) Alignment unaligned Languages Common, one other

3 Cambion Hellswords (C) Level 8 Brute Medium immortal humanoid (devil) XP 350 HP 106; Bloodied 53 Initiative +8 AC 20; Fortitude 20; Reflex 18; Will 21 Perception +7 Speed 6, fly 8 (clumsy) Darkvision Resist 10 fire TRAITS Whirlwind Charge When a hellsword charges an enemy, it makes a greatsword attack against each enemy within its reach at the end of its charge. Triumphant Surge The cambion hellsword gains 5 temporary hit points each time it bloodies an enemy or reduces an enemy to 0 hit points. STANDARD ACTIONS m Greatsword (fire, weapon) * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d10 + 5 damage, and ongoing 5 fire damage (save ends). Skills Athletics +13, Intimidate +14 Str 20 (+9) Dex 18 (+8) Wis 16 (+7) Con 16 (+7) Int 10 (+4) Cha 21 (+9) Alignment evil Languages Common, Supernal Equipment chainmail, greatsword

S3: CHAMBER OF THE MONOLITHS

Headless Corpse (C) Level 8 Solo Controller Medium shadow humanoid (undead) XP 1 750 HP 440; Bloodied 220 Initiative +9 AC 22; Fortitude 20; Reflex 20; Will 20 Perception +11 Speed 6 Darkvision Immune poison; Resist 10 necrotic Saving Throws +5; Action Points 2 STANDARD ACTIONS m Slam * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 3 damage.

m Double Slam * At-Will

Effect: The headless corpse makes two slam attacks.

r Ray of Ruin (arcane, necrotic) * At-Will

Attack: Ranged 10 (one creature); +11 vs. Reflex Hit: 2d8 + 7 necrotic damage, and the target is weakened (save ends).

A Winter's Wrath (arcane, cold, zone) * Encounter

Attack: Burst 2 within 10 squares (creatures in burst); +11 vs. Fortitude Hit: 2d8 + 7 cold damage. The blizzard remains until the end of the headless corpse's next turn. Any creature that starts its turn in the storm takes 4 cold damage.

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M Razor Storm (arcane, force, zone) * Encounter

Attack: Burst 2 within 10 squares (creatures that starts its turn in the burst area); +13 vs. AC Hit: 2d6 + 9 force damage, and the target is knocked prone. The headless corpse is immune to this effect. As a move action, the headless corpse can move this zone 4 squares. The zone lasts until the end of the encounter. MOVE ACTIONS Phantom Step (arcane, illusion) * Recharge 6

Effect: the headless corpse turns invisible and can move 6 squares. It remains invisible until the end of its next turn. MINOR ACTIONS C Force Wave (arcane, force) * once per round

Attack: Close burst 2 (creatures in burst); +11 vs. Fortitude Hit: 2d8 + 3 force damage, and the target is pushed 2 squares. Skills Stealth +14 Str 11 (+4) Dex 20 (+9) Wis 14 (+6) Con 16 (+7) Int 18 (+8) Cha 19 (+8) Alignment evil Languages Common, Elven

S4: THE GRAND STAIR 2 Gargoyles (G) Level 9 Lurker Medium elemental humanoid (earth) XP 400 HP 77; Bloodied 39 Initiative +11 AC 23; Fortitude 21; Reflex 19; Will 19 Perception +12 Speed 6, fly 8 Darkvision STANDARD ACTIONS m Claw * At-Will

Attack. Melee 1 (one creature); +14 vs. AC Hit: 2d6 + 5 damage.

M Swoop Attack * At-Will

Effect: The gargoyle flies up to its fly speed and uses claw at the end of the move. This movement does not provoke opportunity attacks. If the attack hits, the target is knocked prone.

Stone Form * At-Will

Effect: The gargoyle enters stone form until it ends the effect as a minor action. While in this form, it gains tremorsense 10 and resist 25 to all damage, gains 5 temporary hit points at the start of each of its turns, and cannot take actions except to end the effect. When the gargoyle ends the effect, it gains a +20 bonus to its next damage roll before the end of its next turn. Skills Stealth +12 Str 21 (+9) Dex 17 (+7) Wis 17 (+7) Con 17 (+7) Int 5 (+1) Cha 17 (+7) Alignment evil Languages Primordial

Bloodfire Harpy (H) Level 9 Soldier Medium fey humanoid XP 400 HP 100; Bloodied 50 Initiative +10 AC 25; Fortitude 23; Reflex 22; Will 23 Perception +11 Speed 6, fly 8 (clumsy) Resist 10 fire TRAITS

Burning Song (fire) * Aura 20

Enemies within the aura at the start of their turns take 5 fire damage (deafened creatures are immune). STANDARD ACTIONS m Claw (fire) * At-Will

Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 8 damage plus 1d8 fire damage.

C Cloud of Ash (fire) * Recharge 4 5 6

Attack: Close blast 3 (creatures in burst); +12 vs. Fortitude Hit: 2d8 + 4 fire damage, The bloodfire harpy disgorges a cloud of burning ash.and the target is blinded (save ends). Str 15 (+6) Dex 18 (+8) Wis 14 (+6) Con 20 (+9) Int 12 (+5) Cha 21 (+9) Alignment evil Languages Common

Shifting Stairs (S) Level 7 Warder

Attack

Standard Action Close special Targets: Creatures in the trap’s area Attack: +10 vs. Reflex Hit: The character takes 2d6 damage and is knocked prone and pushed 2 squares toward the central pit. Miss: The character is pushed 1 square toward the central pit. Special: If a character is pushed into the central pit from this section of the stairway, the character falls 30 feet to the bottom and takes 3d10 points of damage. The walls of the pit are smooth, requiring DC 25 Athletic checks to climb. It is 20 feet to climb to the first landing.

Clamping Stairs (T) Level 7 Obstacle

Attack

Opportunity Action Melee 1 Targets: The triggering creature Attack: +10 vs. Reflex Hit: The character takes 1d6 damage and is immobilized and grants combat advantage to all attackers (save ends both). Miss: The character is slowed (save ends).

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T1: TEMPLE GUARDS 2 Foulspawn Manglers (M) Level 8 Skirmisher Medium aberrant humanoid XP 350 HP 86; Bloodied 43 Initiative +9 AC 22 (24 while bloodied); Fortitude 19; Perception +7 Reflex 20 (22 while bloodied); Will 19 Low-Light Vision Speed 7 (9 while bloodied) TRAITS Combat Advantage The mangler deals an extra 2d6 damage against any creature granting combat advantage to it. Mangler’s Mobility The foulspawn mangler gains a +5 racial bonus to AC against opportunity attacks provoked by movement. STANDARD ACTIONS m Dagger (weapon) * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d4 + 7 damage.

R Thrown Daggers (weapon) * At-Will

Attack: Ranged 5 (one or two creatures); +13 vs. AC Hit: 2d4 + 4 damage.

M Dagger Dance (weapon) * Recharge when first bloodied

Effect: The mangler uses dagger four times and can shift 1 square after each attack. Skills Athletics +10, Stealth +12 Str 13 (+5) Dex 17 (+7) Wis 6 (+2) Con 14 (+6) Int 10 (+4) Cha 14 (+6) Alignment evil Languages Deep Speech, telepathy 10 Equipment 8 daggers

2 Foulspawn Berserkers (B) Level 9 Soldier Medium aberrant humanoid XP 400 HP 102; Bloodied 51 Initiative +7 AC 25; Fortitude 23 (while bloodied); Perception +0 Reflex 21; Will 21 Low-Light Vision

Speed 7 (9 while bloodied) Immune fear TRAITS

Berserker Aura * Aura 1

When a creature in the aura makes a melee attack, it must choose its target at random from the potential targets in the range. Mental Feedback (psychic) Whenever a creature targets the berserker with a charm attack, the creature and the berserker each take 10 psychic damage. STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature); +14 vs. AC, or +16 vs. AC while the berserker is bloodied Hit: 2d10 + 6 damage, or 2d10 + 10 damage while the berserker is bloodied.

M Berserker Charge * At-Will

Effect: The berserker charges, and the charge attack deals a 5 extra damage on a hit. Str 18 (+8) Dex 12 (+5) Wis 3 (+0) Con 22 (+10) Int 8 (+3) Cha 12 (+5) Alignment chaotic evil Languages Deep Speech, telepathy 10 Equipment greatsword

Foulspawn Grue (G) Level 8 Controller Small aberrant humanoid XP 350 HP 87; Bloodied 43 Initiative +8 AC 22; Fortitude 19; Reflex 21; Will 20 Perception +5 Speed 4 Low-Light Vision STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d4 + 9 damage, and the target is slowed (save ends). If the target is already slowed, it is instead dazed (save ends).

R Whispers of Madness (psychic) * Recharge 5 6

Attack: Ranged 5 (one nondeafened creature); +11 vs. Will

Hit: 4d6 + 10 psychic damage, and the target is slowed (save ends). If the target is already slowed, it is instead dazed (save ends). MOVE ACTIONS Teleport (teleportation) * At-Will

Effect: The grue teleports up to 4 squares. MINOR ACTIONS R Mind Worm (psychic) * Recharge when the target saves against this power Attack: Ranged 10 (one creature); +11 vs. Will Hit: The target is slowed and takes a -2 penalty to Will (save ends both). Skills Stealth +13 Str 8 (+3) Dex 19 (+8) Wis 3 (+0) Con 15 (+6) Int 11 (+4) Cha 16 (+7) Alignment evil Languages Deep Speech, telepathy 10

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T2: THREE GATES OF AGONY Medusa Archer (M) Level 10 Elite Controller Medium natural humanoid XP 1,000 HP 212; Bloodied 106 Initiative +10 AC 26; Fortitude 21; Reflex 23; Will 21 Perception +13 Speed 6 Immune petrification; Resist 10 poison Saving Throws +2; Action Points 1 STANDARD ACTIONS m Serpent Hair (poison) * At-Will

Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 4 poison damage, and the target takes a -2 penalty to saving throws until the end of the medusa’s next turn).

r Longbow (poison, weapon) * At-Will

Attack: Ranged 20/40 (one creature); +15 vs. AC Hit: 2d10 + 5 damage, and the medusa archer makes a secondary attack against the same target. Secondary Attack: +13 vs. Fortitude Hit: The target takes ongoing 10 poison damage and is slowed (save ends both).

Petrifying Stare * At-Will

Trigger. An enemy starts its turn within 2 squares of the medusa. Effect (Opportunity Action): Close blast 2 (triggering enemy in the blast). The target is slowed (save ends). First Failed Saving Throw: The target is immobilized instead of slowed (save ends). Second Failed Saving Throw: The target is petrified until one of the following conditions is satisfied. ♦ The use of an appropriate power, such as divine cleansing. ♦ The willing kiss of the medusa that petrified the creature (a

medusa might do this to gain information or to luxuriate in the victim's fear before returning it to stone).

♦ The medusa responsible for the petrification is killed and its blood is applied to the stony lips of the victim before a full day passes.

Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15 Str 14 (+7) Dex 21 (+10) Wis 17 (+8)

Con 18 (+9) Int 12 (+6) Cha 19 (+9) Alignment evil Languages Common Equipment hooded cloak, longbow, arrows (30)

Ogre Warhulk (O) Level 11 Elite Brute Large natural humanoid XP 1,200 HP 282; Bloodied 141 Initiative +7 AC 23; Fortitude 25; Reflex 21; Will 21 Perception +7 Speed 8 Saving Throws +2; Action Points 1 STANDARD ACTIONS m Heavy Flail (weapon) * At-Will

Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d8 + 6 damage, and the target is knocked prone.

C Flail Hurricane (weapon) * Encounter

Requirements: Requires heavy flail. Attack: Close burst 2 (creatures in burst); +16 vs. AC Hit: 4d8 + 6 damage, and a Medium or smaller target is knocked prone. Str 24 (+12) Dex 15 (+7) Wis 15 (+7) Con 21 (+10) Int 4 (+2) Cha 6 (+3) Alignment chaotic evil Languages Common, Giant Equipment heavy flail, hide armor

T3: THE HEART OF MADNESS 2 Foulspawn Berserkers (B) Level 9 Soldier Medium aberrant humanoid XP 400 HP 102; Bloodied 51 Initiative +7 AC 25; Fortitude 23 (while bloodied); Perception +0 Reflex 21; Will 21 Low-Light Vision Speed 7 (9 while bloodied) Immune fear TRAITS

Berserker Aura * Aura 1

When a creature in the aura makes a melee attack, it must choose its target at random from the potential targets in the range. Mental Feedback (psychic) Whenever a creature targets the berserker with a charm attack, the creature and the berserker each take 10 psychic damage. STANDARD ACTIONS m Greatsword (weapon) * At-Will

Attack: Melee 1 (one creature); +14 vs. AC, or +16 vs. AC while the berserker is bloodied Hit: 2d10 + 6 damage, or 2d10 + 10 damage while the berserker is bloodied.

M Berserker Charge * At-Will

Effect: The berserker charges, and the charge attack deals a 5 extra damage on a hit. Str 18 (+8) Dex 12 (+5) Wis 3 (+0) Con 22 (+10) Int 8 (+3) Cha 12 (+5) Alignment chaotic evil Languages Deep Speech, telepathy 10 Equipment greatsword

Destrachan (D) Level 9 Artillery Large aberrant magical beast (blind) XP 400 HP 80; Bloodied 40 Initiative +8 AC 22; Fortitude 24; Reflex 21; Will 20 Perception +11 Speed 6, climb 3 Blindsight 10 Immune gaze; Resist 10 thunder STANDARD ACTIONS m Claw * At-Will

Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d8 + 4 damage.

R Sound Pulse (thunder) * At-Will

Attack: Ranged 10 (one creature); +13 vs. Reflex Hit: 2d8 + 8 thunder damage.

C Bellowing Blast (thunder) * Recharge 3 4 5 6

Attack: Close blast 5 (creatures in blast); +13 vs. Fortitude Hit: 2d8 + 8 thunder damage and target is dazed (save ends).

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Skills Bluff +9, Stealth +13 Str 18 (+8) Dex 18 (+8) Wis 14 (+6) Con 20 (+9) Int 7 (+2) Cha 10 (+4) Alignment evil Languages Deep Speech

Grick Alpha (G) Level 9 Brute (Leader) Large aberrant beast XP 400 HP 116; Bloodied 58 Initiative +5 AC 21; Fortitude 22; Reflex 17; Will 18 Perception +11 Speed 7, climb 4 Darkvision Resist 5 against effects that target AC TRAITS Expert Flanker The grick alpha gains a +2 bonus to attack rolls against an enemy it is flanking. Pinning Grip The grick alpha’s allies gain a +2 bonus to attack rolls against an enemy grabbed by this creature. STANDARD ACTIONS m Tentacle Rake * At-Will

Attack: Melee 2 (one creature); +14 vs. AC Hit: 3d8 + 8 damage, and the target is grabbed (until escape) and takes ongoing 5 damage (save ends).

M Vicious Bite * At-Will

Effect: Grabbed target only; automatic hit; 2d8+4 damage. Skills Endurance +12, Stealth +10 Str 20 (+9) Dex 13 (+5) Wis 15 (+6) Con 16 (+7) Int 2 (+0) Cha 7 (+2) Alignment unaligned Languages —

T4: HOVEL OF THE DAMNED 3 Foulspawn Manglers (M) Level 8 Skirmisher Medium aberrant humanoid XP 350 HP 86; Bloodied 43 Initiative +9 AC 22 (24 while bloodied); Fortitude 19; Perception +7 Reflex 20 (22 while bloodied); Will 19 Low-Light Vision Speed 7 (9 while bloodied) TRAITS Combat Advantage The mangler deals an extra 2d6 damage against any creature granting combat advantage to it. Mangler’s Mobility The foulspawn mangler gains a +5 racial bonus to AC against opportunity attacks provoked by movement. STANDARD ACTIONS m Dagger (weapon) * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d4 + 7 damage.

R Thrown Daggers (weapon) * At-Will

Attack: Ranged 5 (one or two creatures); +13 vs. AC Hit: 2d4 + 4 damage.

M Dagger Dance (weapon) * Recharge when first bloodied

Effect: The mangler uses dagger four times and can shift 1 square after each attack. Skills Athletics +10, Stealth +12 Str 13 (+5) Dex 17 (+7) Wis 6 (+2) Con 14 (+6) Int 10 (+4) Cha 14 (+6) Alignment evil Languages Deep Speech, telepathy 10 Equipment 8 daggers

Foulspawn Seer (S) Level 11 Artillery (Leader) Medium aberrant humanoid XP 600 HP 86; Bloodied 43 Initiative +7 AC 25; Fortitude 21; Reflex 25; Will 23 Perception +9 Speed 6 Low-Light Vision

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TRAITS Foul Insight * Aura 10

Any ally in the aura that can hear the seer gains a +2 power bonus to one attack roll, skill check, ability check, or saving throw on its turn. STANDARD ACTIONS m Twisted Staff (weapon) * At-Will

Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d8 + 10 damage, and the seer can push the target 1 square.

R Warp Orb (psychic) * At-Will

Attack: Ranged 10 (one creature); +16 vs. Reflex Hit: 2d8 + 5 psychic damage, and the target is slowed (save ends). If the target is already slowed, it is instead dazed (save ends).

C Distortion Blast * Daily

Attack: Close blast 5 (creatures in blast); +14 vs. Fortitude Hit: 3d8 + 8 damage, and the target is dazed (save ends). If the target is aberrant, the damage is halved. MOVE ACTIONS Teleport (teleportation) * At-Will

Effect: The grue teleports up to 4 squares. TRIGGERED ACTIONS Bend Space (teleportation) * Recharge 5 6

Trigger: An attack hits the seer. Effect (Immediate Interrupt): The seer teleports up to 3 squares. Str 10 (+5) Dex 14 (+7) Wis 8 (+4) Con 14 (+7) Int 22 (+11) Cha 18 (+9) Alignment evil Languages Deep Speech, telepathy 10 Equipment staff

12 Crazed Human Rabble (H) Level 2 Minion Medium natural humanoid XP 31 HP 1; a missed attack never damages a minion Initiative +1 AC 15; Fortitude 13; Reflex 11; Will 11 Perception +1 Speed 6

TRAITS Mob Rule The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it. STANDARD ACTIONS m Club (weapon) * At-Will

Attack: Melee 1 (one creature); +7 vs. AC Hit: 5 damage. TRIGGERED ACTIONS Aura of Madness Trigger: When a creature starts its turn within 3 squares of the human rabble. Effect (Opportunity): The human rabble slides the triggering creature 1 square. Psychic Feedback (psychic) Trigger: When the human rabble drops to 0 hit points. Effect: Each enemy adjacent to one or more human rabble takes 2 psychic damage. Str 14 (+3) Dex 10 (+1) Wis 10 (+1) Con 12 (+2) Int 9 (+0) Cha 11 (+1) Alignment unaligned Languages Common Equipment club

T5: HOWLS FROM BEYOND Far Realm Abomination (A) Level 10 Solo Controller Large aberrant humanoid XP 2,500 HP 436; Bloodied 218 Initiative +6 AC 24; Fortitude 24; Reflex 20; Will 21 Perception +9 Speed 0 (6 when freed) Low-Light Vision Saving Throws +5; Action Points 2 TRAITS Splintered Mind The far realm abomination’s mind has been splintered into three distinct beings. Rather than roll initiative, it acts three times per round on initiative count 25, 15, and 5. It cannot

delay or ready actions, and on each turn it gains one standard action. It can use one immediate action between each turn. STANDARD ACTIONS m Tentacle Lash * At-Will

Attack: Melee 3 (one creature); +15 vs. AC Hit: 2d8 + 9 damage, and the target slides 2 squares.

r Prismatic Surge (cold, fire, lightning) * At-Will

Attack: Ranged 10 (one creature); +13 vs. all defenses, the beam hits if it hits any defense Effect: 2d8 + 4 cold, fire, and lightning damage.

C Tentacle Flurry * Recharge 5 6

Attack: Close burst 3 (creatures in burst); +15 vs. AC Hit: 2d8 + 9 damage, and the target slides 2 squares.

C Vortex of Madness (psychic) * Recharge when first bloodied Attack: Close burst 5 (creatures in burst); +13 vs. Will Hit: 3d8 + 9 damage, and the target is stunned (save ends). TRIGGERED ACTIONS Warped Storm (teleportation) * At-Will

Trigger: When hit by an attack. Effect (Immediate Reaction): The attacker teleports 3 squares. Skills Arcana +13 Str 24 (+12) Dex 13 (+6) Wis 9 (+4) Con 21 (+10) Int 16 (+8) Cha 22 (+11) Alignment chaotic evil Languages Deep Speech, telepathy 10

Prismatic Vortex Level 10 Obstacle

Attack

Standard Action Close burst 2 Targets: All creatures in or within 2 squares of the vortex Attack: +13 vs. all defenses Hit: For each defense hit, the target takes 1d8 damage. If two or more defenses are hit, the target is pulled 2 squares into the vortex or is knocked prone if it is already within the vortex.

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D1: HALL OF BLIZZARDS Eladrin Blizzard Speaker (S) Level 8 Elite Controller Medium fey humanoid (eladrin) XP 700 HP 164; Bloodied 82 Initiative +7 AC 24; Fortitude 20; Reflex 24; Will 22 Perception +5 Speed 6 (ice walk) Low-Light Vision Resist 10 cold Saving Throws +2, +7 against charm effects; Action Points 1 TRAITS Body of Ice Any creature that hits the blizzard speaker with a melee attack is slowed until the end of that creature’s next turn. STANDARD ACTIONS m Spear (weapon) * At-Will

Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 3 damage, and the target is slowed until the end of the blizzard speaker's next turn.

R Freezing Bolt (cold) * At-Will

Attack: Ranged 10 (one creature); +11 vs. Reflex Hit: 2d8 + 3 cold damage, and the target is immobilized until the end of the blizzard speaker's next turn.

R Winter Wind (cold, teleportation) * At-Will

Attack: Ranged 10 (one creature); +11 vs. Reflex Hit: 2d8 + 3 cold damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space.

C Dazzling Snow (cold) * Recharge 5 6

Attack: Close blast 3 (creatures in blast); +11 vs. Will Hit: 2d10 + 5 cold damage, and the target is blinded until the end of the blizzard speaker's next turn. MOVE ACTIONS Icy Step (teleportation) * At-Will

Effect: The blizzard speaker can teleport to any square in sight as long as both the origin and the destination squares are icy terrain. Skills Arcana +16, History +16, Nature +10 Str 12 (+5) Dex 16 (+7) Wis 12 (+5)

Con 10 (+4) Int 20 (+9) Cha 16 (+7) Alignment unaligned Languages Common, Elven Equipment robes, spear

2 Eladrin Winter Knights (K) Level 7 Soldier (Leader) Medium fey humanoid (eladrin) XP 300 HP 77; Bloodied 39 Initiative +11 AC 23; Fortitude 17; Reflex 19; Will 17 Perception +4 Speed 5 (ice walk) Low-Light Vision Resist 5 cold Saving Throws +5 against charm effects TRAITS

Feywild Tactics * Aura 10

Fey creatures in the aura score a critical hit on a roll of 19 or 20 (a roll of 19 is not an automatic hit, however). STANDARD ACTIONS m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8 + 6 damage.

R Feywild Challenge * Encounter

Effect: Ranged 10 (one target); the target is marked until the end of the encounter or until the eladrin winter knight dies, taking 4 damage each round it does not attack the eladrin winter knight. MOVE ACTIONS Fey Step (teleportation) * Encounter

Effect: The eladrin winter knight can teleport 5 squares. TRIGGERED ACTIONS Harvest's Sorrow * At-Will

Trigger: When an ally within 5 squares of the eladrin winter knight is damaged. Effect (Immediate Reaction): Half the attack's damage is negated, and the eladrin fey knight takes the other half. OTHER POWERS M Stab of the Frozen Wild (cold, weapon) * Recharge 5 6

Action: Standard or Opportunity. Requirements: Requires longsword.

Attack: Melee 1 (one creature); +12 vs. AC Hit: 3d8 + 5 cold damage, and the target is restrained until the end of the eladrin winter knight's next turn. The eladrin winter knight cannot attack with its longsword while the target is restrained. Skills Athletics +12, Arcana +7, History +7, Nature +9 Str 18 (+7) Dex 22 (+9) Wis 13 (+4) Con 13 (+4) Int 14 (+5) Cha 16 (+6) Alignment unaligned Languages Common, Elven Equipment chainmail, light shield, longsword

6 Eladrin Blades of Winter (B) Level 7 Soldier Minion Medium fey humanoid (eladrin) XP 75 HP 1; a missed attack never damages a minion Initiative +6 AC 23; Fortitude 19; Reflex 19; Will 18 Perception +4 Speed 6 (ice walk) Low-Light Vision Resist 5 cold TRAITS Wintry Wounding A blade of winter’s basic attack deals 1 extra point of cold damage for each blade of winter adjacent to the target. STANDARD ACTIONS m Longsword (weapon) * At-Will

Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. MOVE ACTIONS Fey Step (teleportation) * Encounter

Effect: The blade of winter can teleport 5 squares. Str 16 (+6) Dex 16 (+6) Wis 12 (+4) Con 14 (+5) Int 10 (+3) Cha 15 (+5) Alignment unaligned Languages Common, Elven

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Treacherous Ice Sheet Level 5 Obstacle

Attack

Opportunity Action Melee Targets: Creature on the ice Attack: +8 vs. Reflex Hit: 1d8 + 4 damage and fall prone. If the creature is already prone, no damage but its turn ends immediately.

D2: WINTER’S CLUTCH Adult White Dragon Level 9 Solo Brute Large natural magical beast (dragon) XP 2,000 HP 484; Bloodied 242 Initiative +5 AC 23; Fortitude 23, Reflex 19, Will 21 Perception +11 Speed 6 (ice walk), fly 6 Darkvision Resist 10 cold Saving Throws +5; Action Points 2 TRAITS Action Recovery Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Dark Assault On an initiative of 10 + the dragon's initiative check, the dragon can move up to its speed as a free action. The dragon can move through enemies' spaces and gains resist 5 to all damage during the move. Each time the dragon enters an enemy's space for the first time during the move, it can use claw against that enemy. If the attack hits, the target also falls prone. If the dragon cannot use a free action to take this move due to a dominating or stunning effect, then that effect ends instead of the dragon making this move. Savage Blood While bloodied, the dragon can score a critical hit on a roll of 17-20. STANDARD ACTIONS m Bite (cold) * At-Will Attack: Melee 2 (one creature); +14 vs. AC

Hit: 4d12 + 8 cold damage. Miss: 1d12 cold damage

M Claw * At-Will Attack: Melee 2 (one creature); +14 vs. AC Hit: 3d8 + 8 damage.

M Dragon’s Fury * At-Will Effect: The dragon uses claw twice.

C Breath Weapon (cold) * Recharge 5 6 Attack: Close blast 5 (creatures in the blast); +12 vs. Reflex. Hit: 5d8 + 10 cold damage, and the target is slowed (save ends.) Miss: Half damage. TRIGGERED ACTIONS M Tail Slap * At-Will Trigger: An enemy hits the dragon while flanking it. Attack (Free Action): Melee 2 (triggering enemy); +12 vs. Fortitude Hit: 3d8 + 8 damage, and the dragon pushes the target up to 5 squares.

C Bloodied Breath * Encounter

Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. Skills Athletics +16 Str 20 (+11) Dex 13 (+5) Wis 15 (+6) Con 21 (+11) Int 10 (+4) Cha 10 (+4) Alignment evil Languages Common, Draconic

N1: THE HUNGRY DEAD 8 Charnel Rats (R) Level 7 Minion Skirmisher Small natural beast XP 75 HP 1; a missed attack never damages a minion Initiative +8 AC 21; Fortitude 18, Reflex 21, Will 20 Perception +4 Speed 6, climb 3 Low- light vision TRAITS

Aura of Rot * Aura 1 An enemy that starts its turn adjacent to a charnel rat takes 3 damage. STANDARD ACTIONS m Bite * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. Str 15 (+5) Dex 20 (+8) Wis 13 (+4) Con 15 (+5) Int 4 (+0) Cha 6 (+1) Alignment evil Languages –

3 Battle Wights (B) Level 9 Soldier Medium natural humanoid (undead) XP 400 HP 98; Bloodied 49 Initiative +7 AC 25; Fortitude 22; Reflex 18; Will 22 Perception +3 Speed 5 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Soul-Draining Longsword (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 5 necrotic damage, and the target loses a healing surge, and is immobilized until the end of its next turn.

R Soul Reaping (healing, necrotic) * Recharge 5 6

Attack: Ranged 5 (one immobilized target); +12 vs. Fortitude Hit: 3d8 + 9 necrotic damage, and the battle wight regains 10 hit points. Skills Intimidate +14

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Str 20 (+9) Dex 13 (+5) Wis 9 (+3) Con 18 (+8) Int 12 (+5) Cha 20 (+9) Alignment evil Languages Common Equipment plate armor, heavy shield, longsword

Frightful Wraith (W) Level 7 Lurker Medium shadow humanoid (undead) XP 300 HP 66; Bloodied 33 Initiative +12 AC 21; Fortitude 19; Reflex 20; Will 17 Perception +3 Speed 0, fly 6 (hover); phasing Darkvision Immune disease, poison; Resist 10 necrotic TRAITS Insubstantial The wraith takes half damage from all attacks, except those that deal force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn. Spawn Wraith When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control. STANDARD ACTIONS m Shadow Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +10 vs. Reflex Hit: 2d8 + 6 necrotic damage, and the target is weakened (save ends).

C Frightful Moan (fear, necrotic) * Recharge 5 6

Attack: Close burst 2 (creatures in burst); +10 vs. Will Hit: The target is pushed 3 squares and is dazed (save ends). TRIGGERED ACTIONS Shadow Glide (teleportation) * At-Will

Trigger: An attack that does not deal force or radiant damage hits the wraith. Effect (Free Action): The wraith becomes invisible until it hits or misses with an attack or until the end of the encounter. The wraith teleports up to 6 squares and cannot attack until the end

of its next turn. Skills Stealth +13 Str 4 (+0) Dex 20 (+8) Wis 10 (+3) Con 18 (+7) Int 6 (+1) Cha 15 (+5) Alignment chaotic evil Languages Common

N2: HALL OF DEATH’S SHADOW 4 Vampire Spawn Bloodhunters (V) Level 10 Minion Medium natural humanoid (undead) XP 125 HP 1; a missed attack never damages a minion Initiative +6 AC 25; Fortitude 22; Reflex 23; Will 22 Perception +6 Speed 7, climb 4 (spider climb) Darkvision Immune disease, poison; Resist 10 necrotic TRAITS Destroyed by Sunlight A vampire spawn that begins its turn in direct sunlight can take only a single move action on its turn. If it ends the turn in direct sunlight, it burns to ash and is destroyed. STANDARD ACTIONS m Claw (necrotic) * At-Will

Attack: Melee 1 (one creature); +15 vs. AC Hit: 9 necrotic damage (11 necrotic damage against a bloodied target). Str 14 (+7) Dex 16 (+8) Wis 12 (+6) Con 14 (+7) Int 10 (+5) Cha 14 (+7) Alignment evil Languages Common

Skull Lord (S) Level 10 Artillery (Leader) Medium natural humanoid (undead) XP 500 HP 40; Bloodied 20 Initiative +8 AC 24; Fortitude 21; Reflex 22; Will 23 Perception +7 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant TRAITS

Master of the Grave (healing) * Aura 2

Undead allies in the aura gain regeneration 5 and a +2 bonus to saving throws. This aura ends when the skull of death’s command (see below) is destroyed. STANDARD ACTIONS m Bone Staff (necrotic, weapon) * At-Will

Attack: Melee 1 (one creature); +15 vs. AC Hit: 1d8 + 9 damage plus 1d8 necrotic damage. MINOR ACTIONS R Skull of Bonechilling Fear (cold, fear) * At-Will 1/round

Attack: Ranged 10 (one creature); +15 vs. Will Hit: 2d6 + 6 cold damage, and the target is pushed 5 squares.

R Skull of Death’s Command (necrotic) * At-Will 1/round

Effect: Ranged 10 (one creature); the skull lord restores a destroyed undead minion within range. The restored undead minion’s level must be no higher than the skull lord’s level +2. The restored minion stands in the space where it fell (or in any adjacent space, if that space is occupied) as a free action, has full normal hit points, and can take actions (as normal) on its next turn.

R Skull of Withering Flame (fire, necrotic) * At-Will 1/round Attack: Ranged 10 (one creature); +15 vs. Fortitude Hit: 2d8 + 9 fire and necrotic damage. TRIGGERED ACTIONS Triple Skulls (healing) * At-Will

Trigger: The skull lord is reduced to 0 hit points Effect: One of its skulls (determined randomly) is destroyed. If the creature has any skulls remaining, it instantly heals to full hit points (40 hit points). When all three skulls are destroyed, the skull lord is destroyed as well. Skills Bluff +15, Insight +12, Intimidate +15 Str 14 (+7) Dex 16 (+8) Wis 15 (+7) Con 17 (+8) Int 16 (+8) Cha 21 (+10) Alignment evil Languages Common Equipment 3 iron crowns, staff implement

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3 Skeletal Tomb Guardians (T) Level 10 Brute Medium natural animate (undead) XP 500 HP 126; Bloodied 63 Initiative +10 AC 23; Fortitude 22; Reflex 23; Will 20 Perception +12 Speed 8 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Twin Scimitar Strike (weapon) * At-Will

Attack: Melee 1 (two attacks against the same target); +15 vs. AC Hit: 2d8 + 4 damage (crit 3d8+12). This also holds true for opportunity attacks.

M Cascade of Steel (weapon) * At-Will

Effect: The skeletal tomb guardian makes two twin scimitar strike attacks (four scimitar attacks total). TRIGGERED ACTIONS M Sudden Strike (weapon) * At-Will

Trigger: When an adjacent enemy shifts. Effect (Immediate Reaction): The skeletal tomb guardian makes a melee basic attack against the enemy. Str 18 (+9) Dex 20 (+10) Wis 14 (+7) Con 16 (+8) Int 3 (+1) Cha 3 (+1) Alignment unaligned Languages — Equipment scimitar x4

N3: PALACE OF BONES 3 Bonecrusher Skeletons (S) Level 7 Soldier Large natural animate (undead) XP 300 HP 80; Bloodied 40 Initiative +10 AC 22; Fortitude 21; Reflex 21; Will 19 Perception +6 Speed 8 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant TRAITS Threatening Reach

The bonecrusher skeleton can make opportunity attacks against all enemies within its reach (2 squares). STANDARD ACTIONS m Greatclub (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d10 + 4 damage.

M Crushing Blow (weapon) * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d10 + 8 damage, and the target is pushed 1 square and knocked prone. Str 20 (+8) Dex 21 (+8) Wis 16 (+6) Con 16 (+6) Int 3 (–1) Cha 3 (–1) Alignment unaligned Languages — Equipment greatclub

2 Flameskulls (F) Level 8 Artillery Small natural animate (undead) XP 350 HP 70; Bloodied 35 Initiative +7 AC 21; Fortitude 18; Reflex 23; Will 21 Perception +11 Speed 0, fly 10 (hover) Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant TRAITS Illumination The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action. Regeneration The flameskull regains 5 hit points whenever it starts its turn and has at least 1 hit point. STANDARD ACTIONS m Fiery Bite (fire) * At-Will

Attack: Melee 0 (one creature); +13 vs. AC Hit: 1d6 + 4 damage, plus 1d8 fire damage.

R Flame Ray (fire) * At-Will

Attack: Ranged 10 (one creature); +13 vs. Reflex

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Hit: 2d8 + 8 fire damage.

A Fireball (fire) * Encounter

Attack: Area burst 3 within 20 (creatures in burst); +13 vs. Reflex Hit: 3d6 + 10 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect. MINOR ACTIONS Mage Hand (conjuration) * At-Will

Effect: As the wizard power mage hand. Skills Stealth +12 Str 5 (+1) Dex 16 (+7) Wis 14 (+6) Con 16 (+7) Int 22 (+10) Cha 20 (+9) Alignment unaligned Languages Common, one other

Kravak the Damned (K) Level 10 Elite Controller Medium natural humanoid XP 1,000 HP 200; Bloodied 100 Initiative +7 AC 27; Fortitude 21; Reflex 27; Will 24 Perception +7 Speed 6 Low-Light Vision Resist 10 fire, 10 necrotic Saving Throws +2; Action Points 1 TRAITS Bloodhunt A tiefling gains a +1 racial bonus to attack rolls against bloodied foes. STANDARD ACTIONS r Screaming Skull (implement, necrotic) * At-Will

Attack: Ranged 20 (one creature); +13 vs. Reflex Hit: 2d6 + 6 necrotic damage.

C Death's Rebuke (implement, necrotic) * At-Will

Attack: Close burst 1 (creatures in burst); +15 vs. AC Hit: 2d8 + 9 necrotic damage, and the target is pushed 1 square.

A Deathstorm (cold, implement, necrotic) * Recharge 5 6

Attack: Area burst 2 within 10 (creatures in burst); +13 vs. Fortitude

Hit: 3d8 + 9 cold and necrotic damage. Area is filled with swarming spirits until the end of Kravak's next turn: it grants concealment, and any creature that starts its turn in the area takes 5 cold and necrotic damage. Kravak can end this effect as a minor action.

R Clutch of Death (cold, conjuration, implement, necrotic) * Encounter Attack: Ranged 20 (one creature); +13 vs. Reflex Hit: 3d8 + 9 cold and necrotic damage, and a spectral hand grabs the target. If the target attempts to escape, the hand uses Kravak's Fortitude or Reflex defense. Sustain minor: A grabbed target takes 2d8+9 cold and necrotic damage when Kravak sustains the power. As a standard action, Kravak can attack another target with the hand, but it must release a target it has grabbed.

Second Wind (healing) * Encounter

Effect: Kravat spends a healing surge and regains 50 hit points. He gains a +2 bonus to all defenses until the start of his next turn. MOVE ACTIONS Dimension Door (teleportation) * Recharge 6

Effect: Teleport 10. MINOR ACTIONS Infernal Wrath * Encounter

Effect: The tiefling’s next attack against a target that hit him since his last turn gains a +1 power bonus to the attack roll and pushes the target 1 square if it hits.

Cloak of Resistance * Daily

Effect: Kravak gains resist 10 to all damage until the start of his next turn. Skills Arcana +15, Bluff +9, Stealth +9 Str 10 (+5) Dex 14 (+7) Wis 14 (+7) Con 12 (+6) Int 20 (+10) Cha 14 (+7) Alignment unaligned Languages Common, Draconic Equipment cloak of resistance +3

Grasping Bones Level 10 Obstacle

Attack

Opportunity Action Melee Targets: Creatures in affected square Attack: +15 vs. AC Hit: 2d8 + 9 necrotic damage and target is restrained. The target can escape with a DC 26 Acrobatics or Athletics check. A character that starts his turn restrained by the bones takes 5 damage.

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G2: MAZE OF LOST SOULS 2 Skeletal Tomb Guardians (T) Level 10 Brute Medium natural animate (undead) XP 500 HP 126; Bloodied 63 Initiative +10 AC 23; Fortitude 22; Reflex 23; Will 20 Perception +12 Speed 8 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant STANDARD ACTIONS m Twin Scimitar Strike (weapon) * At-Will

Attack: Melee 1 (two attacks against the same target); +15 vs. AC Hit: 2d8 + 4 damage (crit 3d8+12). This also holds true for opportunity attacks.

M Cascade of Steel (weapon) * At-Will

Effect: The skeletal tomb guardian makes two twin scimitar strike attacks (four scimitar attacks total). TRIGGERED ACTIONS M Sudden Strike (weapon) * At-Will

Trigger: When an adjacent enemy shifts. Effect (Immediate Reaction): The skeletal tomb guardian makes a melee basic attack against the enemy. Str 18 (+9) Dex 20 (+10) Wis 14 (+7) Con 16 (+8) Int 3 (+1) Cha 3 (+1) Alignment unaligned Languages — Equipment scimitar x4

Wailing Ghost, Banshee (G) Level 12 Controller Medium shadow humanoid (undead) XP 700 HP 91; Bloodied 46 Initiative +8 AC 23; Fortitude 23; Reflex 23; Will 24 Perception +13 Speed 0, fly 6 (hover), phasing Darkvision Immune disease, poison TRAITS Insubstantial The banshee takes half damage from all attacks, except those that deal force damage. Whenever the banshee takes radiant

damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Spirit Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +15 vs. Reflex Hit: 2d10 + 4 necrotic damage.

R Death’s Visage (fear, psychic) * At-Will

Attack: Ranged 5 (one creature); +15 vs. Will Hit: 3d6 + 10 psychic damage, and the target takes a -2 penalty to all defenses (save ends).

C Terrifying Shriek (fear, psychic) * Recharge 5

Attack: Close Burst 5 (enemies in burst); +15 vs. Will Hit: 3d8 + 7 psychic damage, the banshee pushes the target 5 squares, and the target is immobilized (save ends). Skills Stealth +13 Str 14 (+8) Dex 15 (+8) Wis 14 (+8) Con 13 (+7) Int 10 (+6) Cha 17 (+9) Alignment unaligned Languages Common

G3: THE SHADOW STONE 4 Dark Stalkers (S) Level 10 Lurker Small shadow humanoid XP 500 HP 81; Bloodied 41 Initiative +14 AC 24; Fortitude 21; Reflex 24; Will 23 Perception +7 Speed 6 Darkvision TRAITS Combat Advantage The dark stalker deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against. STANDARD ACTIONS m Scimitar (weapon) * At-Will

Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d8 + 4 damage (crit 2d8 + 9).

R Dagger (weapon) * At-Will

Attack: Ranged 5/10 (one creature); +15 vs. AC Hit: 2d4 + 8 damage.

A Dark Fog (zone) * Encounter

Effect: Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect). MOVE ACTIONS Dark Step * At-Will

Effect: The dark stalker moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. MINOR ACTIONS Invisibility (illusion) * Recharge 3 4 5 6

Effect: The dark stalker becomes invisible until the end of its next turn. TRIGGERED ACTIONS C Killing Dark

Trigger: When reduced to 0 hit points. Effect: Close burst 1 (targets enemies); each target is blinded (save ends). When slain, a dark stalker explodes in a spout of darkness. Skills Stealth +15, Thievery +15 Str 12 (+6) Dex 21 (+10) Wis 14 (+7) Con 15 (+7) Int 14 (+7) Cha 19 (+9) Alignment unaligned Languages Common Equipment black garments, scimitar, dagger x4

Karavakos’s Shadow (K) Level 11 Controller Medium shadow humanoid XP 600 HP 80; Bloodied 40 Initiative +9 AC 25; Fortitude 23; Reflex 23; Will 23 Perception +12 Speed 6 Darkvision TRAITS Combat Advantage The shadow deals +1d6 damage on melee and ranged attacks against any target it has combat advantage against. Insubstantial

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Karavakos shadow takes half damage from all attacks, except those that deal force damage. Whenever Karavakos shadow takes radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Shadow Touch (necrotic) * At-Will

Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d6 + 7 necrotic damage and target blinded (save ends).

r Shadow Bolt (necrotic) * At-Will

Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 2d6 + 7 necrotic damage and target is blinded (save ends).

A Shadow Storm (necrotic, zone) * Encounter

Attack: Area burst 2 within 10 (enemies in burst); +14 vs. Fortitude Hit: 3d8 + 6 necrotic damage, and the target is pushed 3 squares; swirling area of black energy grants concealment, repeat this effect's attack when the Shadow sustains it.

C Devouring Dark (necrotic) * Encounter

Attack: Close burst 3 (enemies in burst); +14 vs. Fortitude Hit: 3d8 + 11 necrotic damage and targets are teleported 3 squares to a destination of the Shadow's choice. MOVE ACTIONS Shadow Form • At-Will Effect: The Shadow gains phasing until the end of his next turn and can move up to 4 squares. Skills Arcana +14, Bluff +14, Diplomacy +14, Stealth +14 Str 12 (+6) Dex 18 (+9) Wis 15 (+7) Con 17 (+8) Int 19 (+9) Cha 18 (+9) Alignment unaligned Languages Common

K1: THE SANCTUARY OF LIGHT Karavakos (K) Level 15 Elite Artillery Medium natural humanoid XP 2,400 HP 226; Bloodied 113 Initiative +8 AC 29; Fortitude 29; Reflex 32; Will 29 Perception +8 Speed 6 Low-Light Vision Resist 12 fire Saving Throws +2; Action Points 1 TRAITS Deathless Echoes If at least one of the false shards on this level is alive, Karavakos cannot be reduced to fewer than 1 hit point by any means. Bloodhunt +1 racial bonus to attack rolls against bloodied foes. STANDARD ACTIONS m Dagger (weapon) * At-Will

Attack: Melee 1 (one creature); +20 vs. AC Hit: 4d4 + 7 damage.

A Scorching Burst (fire, implement) * At-Will

Attack: Area burst 1 within 10 squares (creatures in burst); +20 vs. Reflex Hit: 3d8 + 11 fire damage.

C Thunderlance (implement, thunder) * Encounter

Attack: Close blast 5 (creatures in blast); +20 vs. Fortitude Hit: 4d6 + 15 thunder damage, and the target is pushed 4 squares.

C Blast of Cold (arcane, cold, implement) * Encounter

Attack: Close blast 5 (creatures in blast); +20 vs. Reflex Hit: 6d8 + 12 cold damage, and the target is immobilized (save ends). On a miss, half damage and the target is slowed (save ends).

R Dispel Magic (arcane) * Encounter

Attack: Ranged 10; (one creature) +20 vs. Will Effect: +20 vs. the Will defense of targeted zone or conjuration. On a hit, destroy the zone or conjuration.

MINOR ACTIONS Mind Swap * At-Will

Effect: Ranged 10; Ranged 10; swap positions with a false shard.

Infernal Wrath * Encounter

Effect: Gain +1 one attack and +3 damage to his next attack against a foe who hit Karavakos since his last turn. Skills Arcana +18, Bluff +12, Insight +13, Religion +18, Stealth +10, Diplomacy +15 Str 11 (+7) Dex 13 (+8) Wis 12 (+8) Con 17 (+10) Int 22 (+13) Cha 17 (+10) Alignment evil Languages Common Equipment robes, dagger, ritual book, staff implement

False Shard (S) Level 10 Artillery Minion Medium shadow humanoid XP 125 HP 1; a missed attack never damages a minion Initiative +8 AC 23; Fortitude 22; Reflex 23; Will 22 Perception +6 Speed 6 STANDARD ACTIONS m Dagger (weapon) * At-Will

Attack: Melee 1 (one creature); +15 vs. AC Hit: 5 damage.

r Force Blast (force) * At-Will

Attack: Ranged 10 (one creature); +15 vs. Reflex Hit: 10 damage. Str 12 (+6) Dex 16 (+8) Wis 12 (+6) Con 15 (+7) Int 13 (+6) Cha 15 (+7) Alignment evil Languages Common Equipment robes, dagger, staff implement